Updated Sin.md (markdown)
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... | ... | @@ -3,7 +3,7 @@ Compute sine of an angle in degrees. |
3 | 3 | [[/uploads/Sin.png]] |
4 | 4 | ## Input/Ouput |
5 | 5 | |
6 | Sine outputs value between 1 and -1 depending on the given value to it which scales from angular (0°–360°) |
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6 | Sine outputs value between 1 and -1 depending on the given value to it which scales from angular (0°–360°), though values outside this range work as well.
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7 | 7 | |
8 | 8 | ## Notes |
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... | ... | @@ -13,10 +13,11 @@ Additionally , there are only 4 certain points where you can get a whole number |
13 | 13 | - 180° = 0 |
14 | 14 | - 270° = -1 |
15 | 15 | |
16 | *Note: To understand more better search for "trigonemetrical functions" in google XD
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16 | *Note: To understand more better search for "trigonemetrical functions" in Google
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17 | 17 | |
18 | 18 | ## Example |
19 | 19 | Ever wondered how martin make those ultra smooth floating coin animations , well here's how to do it: |
20 | 20 | [[uploads/floating_coin_animation.jpg]] |
21 | 21 | |
22 | (Note that you don't have to store the input in a rotation. A number will do just fine.) |
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22 | 23 | - Sin and [[Cos]] is mostly use for such back and forth animations like this , you can also amplify the output of the sin or cos to make the object have a back and forth animation in a larger or smaller scale. If you managed to utilize this functions you can even make any type of animations very smooth e.g. (walking animation , gun recoil animation , moving platforms and many more) |
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