I know that the theory of rotating a point by an angle is on the internet a million times, but I don't get my code to work properly.
I have a line with 2 points, when you click on 1 of the 2 points, you will rotate the point relative to the other point. In my testcase I have a upper left point and a bottom right point, so a diagonal line.
I want to make sure the line snaps to a 90 degrees rotation so It will always be a straight line (either vertically or horizontally). So I first get the current angle, then get the angle that It should be, and calculate the difference.
Point startPoint = obj2.Location;
Point currentEndPoint = new Point(obj2.Location.X + obj2.Size.Width, obj2.Location.Y + obj2.Size.Height);
Point newEndPoint = e.Location;
double angle = MathHelper.GetAngleOfVerticalLine(startPoint, newEndPoint);
double angleToBe = MathHelper.GetClosestNumber(angle, new double[] { 0, 90, 180, 270, 360 });
double angleToDo = 0.0; // -5
if (angle < angleToBe)
{
angleToDo = Math.Abs(angle - angleToBe);
}
else
{
angleToDo = angleToBe - angle;
}
angleToDo %= 360;
Point newSize = MathHelper.RotatePoint(newEndPoint, startPoint, angleToDo);
obj.Size = (Size)newSize;
public static Point RotatePoint(Point pointToRotate, Point centerPoint, double angleInDegrees)
{
double angleInRadians = angleInDegrees * (Math.PI / 180);
double cosTheta = Math.Cos(angleInRadians);
double sinTheta = Math.Sin(angleInRadians);
return new Point
{
X =
(int)
(cosTheta * (pointToRotate.X - centerPoint.X) -
sinTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.X),
Y =
(int)
(sinTheta * (pointToRotate.X - centerPoint.X) +
cosTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.Y)
};
}
But the results that I get, are not straight lines but they are kind of random. The angle, angleToBe and angleToDo work properly. The RotatePoint method should be the problem then, but I'm not 100% sure about that.