Reputation: 1109
Can someone help me with a math thing. I'm trying to calculate the travel distance from point A to point b. this is what i have so far: https://editor.p5js.org/Marcel0024/sketches/Np03rgmxO I can't get the **angle ** to work, in this case i want the circle to be drawn the direction of the mouse click.
Calculate angle formula i got here: https://maththebeautiful.com/angle-between-points/
New point formula i got here: Angle between two Vectors 2D
But i can't get them to work together.
So i have (using mouse position as Point B)
function mouseClicked(){
var angle = Math.atan2(mouseY - point1.y, mouseX - point1.x)
const x = point1.x + Math.sin(angle) * travelDistance;
const y = point1.y - Math.cos(angle) * travelDistance;
circle(x, y, 10)
}
But the angle is way off
Upvotes: 1
Views: 278
Reputation: 8117
There were a few issues in your code, including mixing up sin and cos, mixing positives and negatives, and not retrieving the mouse coordinates properly. This will work:
function setup() {
createCanvas(400, 400);
}
var point1 = {
x: 300,
y: 200
}
var travelDistance = 50;
function draw() {
circle(point1.x, point1.y, 10)
}
function mouseClicked({x:mouseX, y:mouseY}){
var angle = Math.atan2(mouseY - point1.y, mouseX - point1.x)
const x = point1.x + Math.cos(angle) * travelDistance;
const y = point1.y + Math.sin(angle) * travelDistance;
circle(x, y, 10)
}
Upvotes: 2
Reputation: 24691
You don't really need an angle, a vector would be enough
const canvas = document.querySelector('canvas')
const ctx = canvas.getContext('2d')
const A = {
x: canvas.width / 2,
y: canvas.height / 2
}
const balls = 10
canvas.addEventListener('mousemove', (e) => {
ctx.clearRect(0, 0, canvas.width, canvas.height)
const vector = getVector(A, getMousePos(canvas, e))
for (let i = 1; i <= balls; i += 1) {
const x = A.x + vector.x * 20 * i
const y = A.y + vector.y * 20 * i
ctx.fillStyle = `hsl(${i * 360 / balls}, 50%, 50%)`
ctx.beginPath()
ctx.arc(x, y, 5, 0, Math.PI * 2)
ctx.closePath()
ctx.fill()
}
})
function getVector(A, B) {
const vector = {
x: B.x - A.x,
y: B.y - A.y
}
const magnitude = Math.sqrt(vector.x ** 2 + vector.y ** 2)
const normalized = {
x: vector.x / magnitude,
y: vector.y / magnitude
}
return normalized
}
function getMousePos(canvas, evt) {
const rect = canvas.getBoundingClientRect()
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
}
}
canvas {
border: 1px solid black;
}
<canvas></canvas>
Upvotes: 2