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Lambert cylindrical equal-area projection(Y-coordinate)

In cartography, the Lambert cylindrical equal-area projection, or Lambert cylindrical projection, is a cylindrical, equal area map projection. It is a ... more

Precession (Torque-free)

Precession is a change in the orientation of the rotational axis of a rotating body. In an appropriate reference frame it can be defined as a change in the ... more

Elliptic curve (equation)

In mathematics, an elliptic curve (EC) is a smooth, projective algebraic curve of genus one, on which there is a specified point.Any elliptic curve can be ... more

Limaçon of Pascal

A limaçon is a bicircular rational plane algebraic curve of degree 4. Limaçon of Pascal, is defined as a roulette formed when a circle rolls around the ... more

Proper motion (declination)

Proper motion is the astronomical measure of the observed changes in the apparent places of stars or other celestial objects in the sky, as seen from the ... more

Proper motion (right ascension)

Proper motion is the astronomical measure of the observed changes in the apparent places of stars or other celestial objects in the sky, as seen from the ... more

Catenary curve

In physics and geometry, a catenary is the curve that an idealized hanging chain or cable assumes under its own weight when supported only at its ends. The ... more

Worksheet 334

In a video game design, a map shows the location of other characters relative to the player, who is situated at the origin, and the direction they are facing. A character currently shows on the map at coordinates (-3, 5). If the player rotates counterclockwise by 20 degrees, then the objects in the map will correspondingly rotate 20 degrees clockwise. Find the new coordinates of the character.

To rotate the position of the character, we can imagine it as a point on a circle, and we will change the angle of the point by 20 degrees. To do so, we first need to find the radius of this circle and the original angle.

Drawing a right triangle inside the circle, we can find the radius using the Pythagorean Theorem:

Pythagorean theorem (right triangle)

To find the angle, we need to decide first if we are going to find the acute angle of the triangle, the reference angle, or if we are going to find the angle measured in standard position. While either approach will work, in this case we will do the latter. By applying the cosine function and using our given information we get

Cosine function
Subtraction

While there are two angles that have this cosine value, the angle of 120.964 degrees is in the second quadrant as desired, so it is the angle we were looking for.

Rotating the point clockwise by 20 degrees, the angle of the point will decrease to 100.964 degrees. We can then evaluate the coordinates of the rotated point

For x axis:

Cosine function

For y axis:

Sine function

The coordinates of the character on the rotated map will be (-1.109, 5.725)

Reference : PreCalculus: An Investigation of Functions,Edition 1.4 © 2014 David Lippman and Melonie Rasmussen
http://www.opentextbookstore.com/precalc/
Creative Commons License : http://creativecommons.org/licenses/by-sa/3.0/us/

Nose cap Spherically blunted tangent ogive shape ( X-coordinate of the center)

The tangent ogive shape nose-cap is the most familiar in hobby rocketry. The profile of this shape is formed by a segment of a circle such that the rocket ... more

Pick's theorem

Given a simple polygon constructed on a grid of equal-distanced points (i.e., points with integer coordinates) such that all the polygon’s vertices ... more

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