Do either of the below approaches use the correct mathematics for rotating a point? If so, which one is correct?
POINT rotate_point(float cx,float cy,float
It depends on how you define angle. If it is measured counterclockwise (which is the mathematical convention) then the correct rotation is your first one:
// This?
float xnew = p.x * c - p.y * s;
float ynew = p.x * s + p.y * c;
But if it is measured clockwise, then the second is correct:
// Or This?
float xnew = p.x * c + p.y * s;
float ynew = -p.x * s + p.y * c;