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Re: Trigonometary

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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:07 PM
Um, is the Hypotenuse always 1 or the Adjacent?

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lego555444 is not online. lego555444
Joined: 21 Sep 2008
Total Posts: 1383
13 Sep 2015 01:12 PM
sin = opp/hyp
cos = adj/hyp
tan = opp/adj
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:16 PM
um...

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lego555444 is not online. lego555444
Joined: 21 Sep 2008
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13 Sep 2015 01:17 PM
restate your question
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swimguy777 is not online. swimguy777
Joined: 30 May 2009
Total Posts: 17092
13 Sep 2015 01:18 PM
sin = OppositeSide / Hypotenuse
cos = AdjacentSide / Hypotenuse
tan = OppositeSide / AdjacentSide

asin = Hypotenuse / OppositeSide
acos = Hypotenuse / AdjacentSide
atan = AdjacentSide / OppositeSide

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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
13 Sep 2015 01:19 PM
that's not asin, acos, atan; it's csc, sec, cot
asin, blah are to find angles given ratios
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:19 PM
someone had told me before that the default value of the Hypotenuse or Adjacent is always equal to 1 in the trig functions... I need to know which one... and well, since I did trig in school ages ago (literally) I wouldn't mind learning from someone again :/

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swimguy777 is not online. swimguy777
Joined: 30 May 2009
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13 Sep 2015 01:20 PM
@cnt
Whoops. It's been a few years since I've taken a math class :P

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lego555444 is not online. lego555444
Joined: 21 Sep 2008
Total Posts: 1383
13 Sep 2015 01:20 PM
those aren't inverse functions what are you doing? that's
1/sin = csc
1/cos = sec
1/tan = cot
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
13 Sep 2015 01:21 PM
I think you're referring to the unit circle OP
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lego555444 is not online. lego555444
Joined: 21 Sep 2008
Total Posts: 1383
13 Sep 2015 01:21 PM
sin(angle) + cos(angle) = 1

itf that's what you're looking for
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:22 PM
um what circle? o_O the circle thing for drawing triangle examples given the numbers? o_O

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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
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13 Sep 2015 01:23 PM
ah, if only communicating was easier XD

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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
13 Sep 2015 01:23 PM
'sin(angle) + cos(angle) = 1'
You mean
sin(angle)^2 + cos(angle)^2 = 1?

Somebody forgot their pythag
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
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13 Sep 2015 01:24 PM
OP:
mathsisfun/geometry/unit-circle.html
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:26 PM
I thinnnkkk... so Hypotenuse is always 1 right?

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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
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13 Sep 2015 01:28 PM
Well, with regards to what?

Doing:
sin(x) cos(x) and tan(x), then yes.
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:33 PM
finally got my answer, thnx :)

btw, this reminds me, when I couldn't properly decrease bullet drop when aiming at 45 degrees (as it's the most effective angle) and this circle seems to help me a lot, how exactly could I do this whole thing if I were to do it? sry if my question sounds confusing, if it is, let me re-phrase the question...

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lego555444 is not online. lego555444
Joined: 21 Sep 2008
Total Posts: 1383
13 Sep 2015 01:36 PM
yes, were getting into physics now where you have to retrieve the x and y components from a projectile being launched with a certain velocity at a certain angle
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lego555444 is not online. lego555444
Joined: 21 Sep 2008
Total Posts: 1383
13 Sep 2015 01:37 PM
I'm assuming you're taking the y component from the diagonal launch and applying -9.8m/s^2 to it? Or whatever is equivalent on roblox
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:41 PM
um, am just saying, maybe for example, if it's 2D then, I think Vector2.new(.5, .5) meaning ur character launched the projectile while looking up 45 degrees... so I'd want to use that as the highest point finder and how far it should go and stuff, depending on just say, I use segmented raycasting and each segment is like 100 pixels so per 100 pixels it should drop 10 pixels...

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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
13 Sep 2015 01:49 PM
Bullet drop at an angle?
Here, I created a very small equation (requires initial velocity and angle)
dist = (-2V^2cos(ang)sin(ang))/grav

Assumes the only acceleration is grav on the y-axis and V is the velocity initial
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
13 Sep 2015 01:50 PM
Wait I read that wrong, what I put gives you how far something traveled woops
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
13 Sep 2015 01:53 PM
lol

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mightybaseplate is not online. mightybaseplate
Joined: 28 Aug 2010
Total Posts: 7660
13 Sep 2015 01:55 PM
SOH CAH TOA




#code "BWAHHHHH"
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