I have got a quite complex problem. I have a particle simulation program, and i want to add solid objects to it, but still particle-based. for this, i want to deteermine the rotation the given transformation applies to my object. I have been trying to figure this out myself(couldnt find anything too much related to this)
heres what information i have:
- Old point coordinates
- New point coordinates
- Speed on X and Y axis
- Rotation center
I only need to calculate one points rotation angle(ill solve the rest) heres how far i got:
x' = x * cos( theta ) + y * -sin( theta ); y' = x * sin( theta ) + y * cos ( theta );
I need the value of theta. if possible I need to calculate this 1 million times / frame. If thats too much, then with some tweaking(accuracy lost) 1 000 - 50 000 times. Any other solution of the problem appreticiated. Could this be solved mathematically? If not, then is there some(even if inaccurate) way to solve this problem?