private Vector2 rotatePoint(Vector2 point,Vector2 rotationCenter,float angle){
  angle=(float)(angle * (Math.PI / 180f));
  float rotatedX=(float)(Math.cos(angle) * (point.x - rotationCenter.x) - Math.sin(angle) * (point.y - rotationCenter.y) + rotationCenter.x);
  float rotatedY=(float)(Math.sin(angle) * (point.x - rotationCenter.x) + Math.cos(angle) * (point.y - rotationCenter.y) + rotationCenter.y);
  return new Vector2(rotatedX,rotatedY);
}

private Vector2 rotatePoint ( Vector2 point , Vector2 rotationCenter , float angle ) { angle = ( float ) ( angle * ( Math . PI / 180f ) ) ; float rotatedX = ( float ) ( Math . cos ( angle ) * ( point . x - rotationCenter . x ) - Math . sin ( angle ) * ( point . y - rotationCenter . y ) + rotationCenter . x ) ; float rotatedY = ( float ) ( Math . sin ( angle ) * ( point . x - rotationCenter . x ) + Math . cos ( angle ) * ( point . y - rotationCenter . y ) + rotationCenter . y ) ; return new Vector2 ( rotatedX , rotatedY ) ; }
rotate one point " point " around the other point " rotationcenter " by an given angle .
