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  Which method of drawing a line is faster?  (Read 528 times)
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Offline lcass
« Posted 2013-11-24 12:24:05 »

So I generally know there are two ways to render a line one with bresehnams line algorithm and one with trigonometry.

double grad = Math.atan2((lineendx - linestartx),(lineendy - linestarty));
double xincrement = Math.sin(grad);
double yincrement = Math.cos(grad);
Offline Roquen
« Reply #1 - Posted 2013-11-24 12:26:41 »

Trig is slow.
Offline lcass
« Reply #2 - Posted 2013-11-24 12:32:37 »

Well ive been about to do over 100,000 trig operations with no defect to performance.
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Offline Roquen
« Reply #3 - Posted 2013-11-24 13:03:46 »

Trig is slower.
Offline Riven
Showcase Moderator

JGO Overlord


Medals: 612
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #4 - Posted 2013-11-24 13:17:51 »

Whenever you see atan2 + cos&sin, the obvious choice is to normalize the vector instead.

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double angle = Math.atan2(dy, dx);
double x= Math.sin(angle);
double y= Math.cos(angle);
==
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double invLen = 1.0 / Math.sqrt(dx*dx + dy*dy);
double x = dx * invLen;
double y = dy * invLen;


However... pick Bresenham.

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Offline Icecore

Senior Member


Medals: 5



« Reply #5 - Posted 2013-11-24 15:27:46 »

f**k Y i finaly find out this XD
offtop sorry
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      double rad = Math.toRadians(33);
      double Cos = Math.cos(rad);
      double Sin = Math.sin(rad);
      double len = 4;
      double x = len * Sin;
      double y = len * Cos;
      //////////////////////////////////////////
     //Direction normalize
     double len_Sq = Math.sqrt(x * x + y * y);
      double invlen = 1d / len_Sq;
      double Cos2 = y * invlen;
      double Sin2 = x * invlen;
      ////////////////////////
     double x2 = len * Sin2;
      double y2 = len * Cos2;
      double len2 = (x2 / Sin2 + y2 / Cos2) / 2;
      //   x == x2, Sin == Sin2
     //   y == y2, Cos == Cos2
     //   len2 == 4
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