![]() below is the example in javascript, but it's equally easy to translate into other languages, as most of them provide Mathematical libraries. We can translate this into a simple calculation. But after searching for hours still can't find method which can convert degree to Vector2 or Vector3 in Unity.If you have an angle (A), in radians, in the range -Pi to Pi, then convert it to a vector (V) with: V.x = cos(A) Because the angles in a triangle sum to 180 degrees, on the picture is 90 and therefore the angle between lines q,t is also. Transform.position += velocity * ltaTime īut I bet there is built in way in Unity to accomplish this without requiring to use my MathHelpers class which I was using in XNA. Vector3 velocity = MathHelpers.DegreeToVector2(Angle, Speed) So you'll have cos x x2 + y2 or arccos x x2 + y2. Than apply that formula for the given vector and the coordinate vector (1,0). Return RadianToVector2(degree * Mathf.Deg2Rad) * length Įxample: public class MoveScript : MonoBehaviour From vector algebra you can recall to the formula for finding the angle between two vectors a and b ( cos a b a b ). Public static Vector2 DegreeToVector2(float degree, float length) 0f float radians degree ( Mathf.PI / 180) Vector3 degreeVector new Vector3 ( Mathf.Cos( radians), Mathf. finalMovement new Vector2 ( Mathf.Sin( facingAngle Mathf.Deg2Rad), Mathf.Cos( facingAngle Mathf.Deg2Rad)) Okay, that works. ![]() I manually coded it myself by converting the degree to radians, and getting the components manually like so: Code (csharp): float degree 70. Return RadianToVector2(degree * Mathf.Deg2Rad) 189 I want to turn a degree into a vector. Public static Vector2 DegreeToVector2(float degree) The angle returned is the unsigned angle between the two vectors. Public static Vector2 RadianToVector2(float radian, float length) ![]() Your fingers represent the vectors, that's your plane. 0 - 8 degree tooth angle ensures sharp cutting and better eject of shaving. Visualize this by making a right angle between your thumb and index finger. Discrete Fourier Transform and its Inverse using C. Return new Vector2(Mathf.Cos(radian), Mathf.Sin(radian)) To get the perpendicular of a plane you simply need 2 vectors and take the cross product of the two. Unity converts rotational values to quaternions to store them because quaternion rotations are efficient and stable to compute. Public static Vector2 RadianToVector2(float radian) This is to be similar to arctan which takes y/x as input. To describe a rotation, you need three things: Direction (clockwise CW or counterclockwise CCW) Angle in degrees Center point of rotation (turn about what point). If you want only positive angles, then add 2pi when the angle is negative. Initial Side: Also known as the reference line, a straight line from where an angle is drawn. So you'll have cos x x2 + y2 or arccos x x2 + y2. The angle you are looing for would be given by: arctan2(by, bx) - arctan2(ay, ax) The result may be a negative angle, but at least it will go from vector a to vector b. I'm using these math helper functions currently: public static class MathHelpers From vector algebra you can recall to the formula for finding the angle between two vectors a and b ( cos a b a b ).
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