Sine and Cosine - A Visual Explanation
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- Опубліковано 16 сер 2019
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These functions are super fundamental to trigonometry, as well as incredibly useful! Here's an example of how you can construct a 2D vector pointing at a given angle using trigonometry. Note that in this case it will always have a length of 1, also known as unit length, which means that by definition it's a normalized vector!
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Jesus I've been using these for years as an animator and could never figure out what they actually were! Thank you!
These kind of tutorials is exactly what I've been looking for.. I barely know trigonometry for the moment being and there is a certain problem I need to solve which I know can be solved with trigonometry, doesn't even exactly relate to shaders but a function in substance designer. I wish you'd include the solution/goal aswell for the points you explain on the video.
Thanks! Using cos(a) and sin(a) is exactly what you use to solve it! You provide an angle, then each vector will be Vector2( cos(a), sin(a) ), which gives you those points around that circle. However! The full video will be available very soon! Currently working on it!
@@acegikmo Awesome, really looking forward to it!
You have changed my life
Thank you very much for the tutorials on math and shaders.
Recently found your channel. Just gonna say you're amazing at explaining math!
These vids are a goldmine!
Thank you for sharing Freya! I'm getting ready to do a deep dive into your Math for Game Devs playlist. I'm curious -- have you heard of Leonardo? It's become my go-to "white-boarding" program on windows for these kind of presentations.
I think it's been suggested to me before but, I don't really see a need for a change right now, and I'm used to photoshop at this point :)
Thank you beauty girl !!
you're my goddess
What if I accidentally try to get cossine from the angle between the vector and Y direction??? No one explains that
Cos(theta) = y if the initial arm is the y-axis and by using the identity cos(-theta) = cos(theta).
But then by sin(-theta) = -sin(theta) you will get a negative x since the angle is negative as it moves clockwise from the initial arm to the terminal arm.
Why do you need the angle from the y-axis?
sin^2(theta) + cos^2(theta) = 1
Pythagorean identity :D
Wow 🤩
♥️🇵🇰
A good looking chick explains sine and cosine? That's why i love youtube