func OffsetXYAfterRotationCore(W, H, L, T, Angle float64) (x, y float64) {
var DX, DY, X, Y float64
AngleRad := Angle * math.Pi / 180
SinX := math.Sin(AngleRad)
CosX := math.Cos(AngleRad)
//0<=Angle <=90
if Angle >= 0 && Angle <= 90 {
DX = SinX * H
DY = 0
X = L - DX
Y = T - DY
//fmt.Println("At last Angle,X,Y,DX,DY=", Angle, X, Y, DX, DY)
} else if Angle > 90 && Angle <= 180 {
//90<=Angle <=180
//SinX2 := math.Sin((180 - Angle) )
//CosX2 := math.Cos((180 - Angle) )
SinX2 := SinX
CosX2 := -CosX
DX = SinX2*H + W*CosX2
DY = H * CosX2
X = L - DX
Y = T - DY
//fmt.Println("At last Angle,X,Y,DX,DY=", Angle, X, Y, DX, DY)
} else if Angle > 180 && Angle <= 270 {
//SinX2 := math.Sin((270 - Angle))
//CosX2 := math.Cos((270 - Angle))
SinX2 := -CosX
CosX2 := -SinX
DX = SinX2 * W
DY = CosX2*W + SinX2*H
X = L - DX
Y = T - DY
//fmt.Println("At last Angle,X,Y,DX,DY=", Angle, X, Y, DX, DY)
} else {
//SinX2 := math.Sin((360 - Angle))
SinX2 := -SinX
DX = 0
DY = SinX2 * W
X = L - DX
Y = T - DY
//fmt.Println("At last Angle,X,Y,DX,DY=", Angle, X, Y, DX, DY)
}
x = X
y = Y
return
}