Angular math problemo

essentially the inverse of

local ye=math.atan2(a,b)

is then

a=radius*math.cos(ye)
b=radius*math.sin(ye)

however I am having a rather peculiar problemo
I am deriving a UDim2 position on a square based on a hue element
The size of the square is x175 y176
I dont understand why but the radius is not a uniform value, meaning I cant generically derive a hue from a given UDim2 though I can do the vice versa
Assume that there are two positions for instance

local posA=UDim2.new(0,80,0,120)
local posB=UDim2.new(0,60,0,20)

I need a generic or at least somewat generic method to derive them from their respective hues
For this however we skip the steps and get to the latest part that we need, the angle returned by the arc tangent of the hue

local angleA=1.8157749899217608--dX=-8,dY=32
local angleB=4.321781936687003--dX=-28,dY=-68

Meaning that youd expect the below to result in the correct delta

local deltaX=88*math.cos(angleA)

However it returns -21 rather than -8

1 Like

isn’t it a=radius*math.sin(ye), a represents Y therefore the vertical component?

1 Like