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        <title>Orx Learning - en:examples:maths</title>
        <description></description>
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       <dc:date>2026-04-04T15:22:17+00:00</dc:date>
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    <item rdf:about="https://orx-project.org/wiki/en/examples/maths/angle_degrees_to_vector?rev=1759253179&amp;do=diff">
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Convert an angle in degrees to a directional vector</title>
        <link>https://orx-project.org/wiki/en/examples/maths/angle_degrees_to_vector?rev=1759253179&amp;do=diff</link>
        <description>Convert an angle in degrees to a directional vector


orxFLOAT degRotation = 45;			
orxFLOAT radRotation = degRotation * orxMATH_KF_DEG_TO_RAD;

orxFLOAT x = orxMath_Cos(radRotation);
orxFLOAT y = orxMath_Sin(radRotation);
			
orxVECTOR directionVector = {x, y, 0};</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Convert a Vector to an Angle (radians)</title>
        <link>https://orx-project.org/wiki/en/examples/maths/convert_vector_to_radian_angle?rev=1759253179&amp;do=diff</link>
        <description>Convert a Vector to an Angle (radians)


	orxVECTOR myVector = { 100, 100, 0 }; 
	orxFLOAT angle2 = orxMath_ATan(myVector.fY, myVector.fX);


Result

0.785398185 (45 degrees)</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Generating random numbers</title>
        <link>https://orx-project.org/wiki/en/examples/maths/generating_random_numbers?rev=1759253179&amp;do=diff</link>
        <description>Generating random numbers

Code


//somewhere in the init
orxMath_InitRandom((orxS32)orxSystem_GetRealTime()); //a good seeding value


This also will ensure your random values from your Data Config are also properly randomised. See also Spawning Random Objects as a practical example of using random values.</description>
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        <title>Initialising an empty orxVECTOR</title>
        <link>https://orx-project.org/wiki/en/examples/maths/initialising_an_orxvector?rev=1759253179&amp;do=diff</link>
        <description>Initialising an empty orxVECTOR

Some ways to initialise an empty orxVECTOR.
  orxVECTOR position = {};  orxVECTOR position = {0, 0, 0};  orxVECTOR position = orxVECTOR_0;  orxVECTOR position;
  position.fX = 0;
  position.fY = 0;
  position.fZ = 0;
  
  orxVECTOR position;
  orxVector_Set(&amp;position, orx2F(0.0f), orx2F(0), orxFLOAT_0);</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Math Examples</title>
        <link>https://orx-project.org/wiki/en/examples/maths/main?rev=1759253179&amp;do=diff</link>
        <description>Math Examples

angle_degrees_to_vector 
Convert Angle (degrees) to a directional vector
return_object_in_boxed_area 
Return an Object within a boxed area
initialising_an_orxvector 
Initialising an orxVECTOR
rotate_a_point_around_a_center 
Rotate a point around a center
generating_random_numbers 
Generating random numbers
convert_vector_to_radian_angle 
Convert a Vector to an Angle (radian)
two_component_vectors 
Two Component Vectors</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Return an Object within a boxed area</title>
        <link>https://orx-project.org/wiki/en/examples/maths/return_object_in_boxed_area?rev=1759253179&amp;do=diff</link>
        <description>Return an Object within a boxed area

TODO: Note this example is slightly out of date and needs fixing.


orxOBJECT* GetObjectInTheArea(){

    orxVECTOR objectPickVector;
    objectPickVector.fX = 878;
    objectPickVector.fY = 1185;
    objectPickVector.fZ = -1.0;
        
    orxOBOX objectBoxArea;
        
    orxVECTOR pivot = {0, 0, 0};
        
    orxVECTOR position;
    position.fX = 834;
    position.fY = 1150;
    position.fZ = -0.1;	
        
    orxVECTOR size;
    size.fX = 21;
   …</description>
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    <item rdf:about="https://orx-project.org/wiki/en/examples/maths/rotate_a_point_around_a_center?rev=1759253179&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Rotate a point around a center</title>
        <link>https://orx-project.org/wiki/en/examples/maths/rotate_a_point_around_a_center?rev=1759253179&amp;do=diff</link>
        <description>Rotate a point around a center

Code


  
  // Point to rotate
  orxVECTOR point = orxVECTOR_0;
  orxVector_Set(&amp;point,100,-100,0);
  
  // Center of rotation
  orxVECTOR center = orxVECTOR_0;
  orxVector_Set(&amp;center,50,-50,0);
  
  // New location of point after rotation
  orxVECTOR result = orxVECTOR_0;
  
  // Angle of rotation
  float angle = 30;
  
   // Translate the point back to origin
  orxVector_Sub(&amp;result, &amp;point, &amp;center);
  
  // Rotate the point
  orxVector_2DRotate(&amp;result, &amp;resu…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Two-component Vector Literals</title>
        <link>https://orx-project.org/wiki/en/examples/maths/two_component_vectors?rev=1759253179&amp;do=diff</link>
        <description>Two-component Vector Literals

Normally, vectors are expressed as 3 component:
 [Object]
 Position = (100, 100, 0)
As Orx is a 2D engine, you can express them as two component:
 [Object]
 Position = (100, 100)
The third component will be 0 by default. This can be done with any vector type.</description>
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