I\'m developing an indie video game, and have been operating under the assumption that because the thumbstick on my controller has a circular range of motion, it returns \"c
Divide each value by the magnitude to normalize all values to a unit vector, e.g.
magn = sqrt(x * x + y * y);
newx = magn > 1.0 ? x / magn : x;
newy = magn > 1.0 ? y / magn : y;
However, this may have the effect of clipping the magnitude instead of normalizing for the interior values.. That is, you'll get the same value for a controller pushed "fully" into the upper-left and a controller almost pushed fully into the same direction.
See Mapping a Square to a Circle. There's also a nice visualization for the mapping. You get:
xCircle = xSquare * sqrt(1 - 0.5*ySquare^2)
yCircle = ySquare * sqrt(1 - 0.5*xSquare^2)
The mapping is not unique. There are many other solutions to this question.
For example, this mapping will also work
u = x √(x² + y² - x²y²) / √(x² + y²)
v = y √(x² + y² - x²y²) / √(x² + y²)
where (u,v) are circular disc coordinates and (x,y) are square coordinates.
A picture is worth a thousand words, so here are some images to illustrate the non-uniqueness of the mapping and its inverse.
For a C++ implementation
of this other mapping, go to
http://squircular.blogspot.com/2015/09/fg-squircle-mapping.html
See http://squircular.blogspot.com for more images of mapping results.
See also "Analytical Methods for Squaring the Disc" for a paper discussing different mapping equations with proofs and derivations.