To increase the speed at which I find the sine/cosine of an angle, I have built a reference table instead of calculating them on the fly. I have the same idea with finding the angle from one point to another.
I have created a table of 3600 normalized vectors (3600 / 10 = accuracy of one tenth of a degree). Whenever I need to know the angle from one point to the next, I look through the table to find the best match. However, I am concerned that this might be slower than using math.atan2().
Here is the code I am using:
Create the vector table:
// vector to angle table
var vectorToAngleTable = new Array();
for (i = 0; i < 3600; i += 1) {
vectorToAngleTable[i] = new Vector2();
vectorToAngleTable[i] = RotatePoint(forwardVector, i / 10);
}
Find the angle from two points:
function NormalizeVector(vector) {
var toReturn = vector;
var dist = Math.sqrt(vector.x * vector.x + vector.y * vector.y);
toReturn.x /= dist.x;
toReturn.y /= dist.y;
return toReturn;
}
function PointDirection(position, target) {
var vector = target;
var toReturn = 0;
var smallest = 1.0;
vector.x -= position.x;
vector.y -= position.y;
vector = NormalizeVector(vector);
for (i = 0; i < 3600; i += 1) {
if (PointDistance(vectorToAngleTable[i], vector) < smallest) {
smalllest = PointDistance(vectorToAngleTable[i], vector);
toReturn = i;
}
}
return toReturn;
}
function PointDistance(point1, point2) {
return Math.sqrt(((point2.x - point1.x) * (point2.x - point1.x)) + ((point2.y - point1.y) * (point2.y - point1.y)));
}
As you can see, my concern is all the lines of code it is going through, and how many entries there are on the table that it looks through. I would love to know the fastest way to find the angle, no matter what the method is.