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
This is extracted from my own vector library..
//----------------------------------------------------------------------------------
// Returns clockwise-rotated vector, using given angle and centered at vector
//----------------------------------------------------------------------------------
CVector2D CVector2D::RotateVector(float fThetaRadian, const CVector2D& vector) const
{
// Basically still similar operation with rotation on origin
// except we treat given rotation center (vector) as our origin now
float fNewX = this->X - vector.X;
float fNewY = this->Y - vector.Y;
CVector2D vectorRes( cosf(fThetaRadian)* fNewX - sinf(fThetaRadian)* fNewY,
sinf(fThetaRadian)* fNewX + cosf(fThetaRadian)* fNewY);
vectorRes += vector;
return vectorRes;
}