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Trigonometric identities are equalities that involve trigonometric functions and are true for every single value of the occurring variables. Geometrically, ... more

Trigonometric identities are equalities that involve trigonometric functions and are true for every single value of the occurring variables. Geometrically, ... more

Trigonometric identities are equalities that involve trigonometric functions and are true for every single value of the occurring variables. Geometrically, ... more

In hyperbolic geometry, the law of cosines is a pair of theorems relating the sides and angles of triangles on a hyperbolic plane, analogous to the planar ... more

To rotate the position of the character, we can imagine it as a point on a circle, and we will change the angle of the point by **20 degrees**. To do so, we first need to find the radius of this circle and the original angle.

Drawing a right triangle inside the circle, we can find the radius using the Pythagorean Theorem:

To find the angle, we need to decide first if we are going to find the acute angle of the triangle, the reference angle, or if we are going to find the angle measured in standard position. While either approach will work, in this case we will do the latter. By applying the cosine function and using our given information we get

While there are two angles that have this cosine value, the angle of **120.964** degrees is in the second quadrant as desired, so it is the angle we were looking for.

Rotating the point clockwise by **20 degrees**, the angle of the point will decrease to **100.964 degrees**. We can then evaluate the coordinates of the rotated point

For **x** axis:

For **y** axis:

The coordinates of the character on the rotated map will be **(-1.109, 5.725)**

Reference : PreCalculus: An Investigation of Functions,Edition 1.4 © 2014 David Lippman and Melonie Rasmussen

http://www.opentextbookstore.com/precalc/

Creative Commons License : http://creativecommons.org/licenses/by-sa/3.0/us/

A quadrilateral is a polygon with four sides (or edges) and four vertices or corners. The interior angles of a simple (and planar) quadrilateral add up to ... more

In hyperbolic geometry, the law of cosines is a pair of theorems relating the sides and angles of triangles on a hyperbolic plane, analogous to the planar ... more

Snell’s law (also known as the Snell–Descartes law and the law of refraction) is a formula used to describe the relationship between the angles of ... more

Calculates the Cosine value of angle θ(in degrees). The cosine of an angle is the ratio of the length of the adjacent side to an acute angle of a right ... more

In hyperbolic geometry, the law of cosines is a pair of theorems relating the sides and angles of triangles on a hyperbolic plane, analogous to the planar ... more

rigonometric identities are equalities that involve trigonometric functions and are true for every single value of the occurring variables. Geometrically, ... more

rigonometric identities are equalities that involve trigonometric functions and are true for every single value of the occurring variables. Geometrically, ... more

Snell’s law (also known as the Snell–Descartes law and the law of refraction) is a formula used to describe the relationship between the angles of ... more

In spherical trigonometry, the law of cosines (also called the cosine rule for sides) is a theorem relating the sides and angles of spherical triangles, ... more

This lean of the bike decreases the actual radius of the turn proportionally to the cosine of the lean angle. The resulting radius can be approximated ... more

The law of cosines relates the cosine of an angle to the opposite side of an arbitrary triangle and the length of the triangle’s sides.

The law
... more

In a sufficiently narrow tube of circular cross-section of radius “a”, the interface between two fluids forms a meniscus that is a portion of the surface ... more

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In a video game design, a map shows the location of other characters relative to the player, who is situated at the origin, and the direction they are facing. A character currently shows on the map at coordinates

(-3, 5). If the player rotates counterclockwise by20 degrees, then the objects in the map will correspondingly rotate20 degreesclockwise. Find the new coordinates of the character.