| |
|
sbk28
|
  |
| Joined: 15 Nov 2008 |
| Total Posts: 2528 |
|
|
| 14 Aug 2014 01:43 PM |
centerpoint, rotate it, move it out by translating via cframe
either that or use of cos sin and tan |
|
|
| Report Abuse |
|
|
|
| 14 Aug 2014 01:54 PM |
If you pick a point on the unit circle (radius=1) and you have the angle it makes (0-360 degrees) with the positive X-axis, it's coordinates are ( cosine(theta), sine(theta) )
If the radius is bigger/smaller than one, just do
( cosine(theta) * radius, sine(theta) * radius )
i.e.
local RADIUS = 10 local CENTER = Vector2.new(150, 50) for theta = 1, 360 do local point = CENTER + Vector2.new( math.cos(theta)*RADIUS, math.sin(theta)*RADIUS ) end |
|
|
| Report Abuse |
|
|
meguy1
|
  |
| Joined: 23 Apr 2010 |
| Total Posts: 46 |
|
|
| 14 Aug 2014 01:59 PM |
X = 0 width = 6 count = 0 Accuracy = 0.1 while X < (2*math.pi) do count = count + 0.1 pos = game.Workspace.myPart.Position c = game.Workspace.myPart:Clone() c.Parent = game.Workspace newPos = Vector3.new(width*math.sin(X+(math.pi/2))+pos.x, pos.y,width*math.sin(X)+ pos.z) c.CFrame = CFrame.new(newPos) * CFrame.Angles(0, -X, 0) wait() X = X + Accuracy end
|
|
|
| Report Abuse |
|
|