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1

There are a number of minor issues that are getting in your way. The following corrections are assuming you are using the definition you provided by Wikipedia: The re and im variables should be inside the for loop for variable k, so that they get reset for every element of the output sequence phi is missing a factor of 2 The signs of some of the sin and cos ...

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You should always question whether an angle is actually necessary, or if a vector would suffice. Here, all we need is the vector from the start to the end: Vector3 direction = endPos - startPos; Then you can use that vector to align the forward vector of your transform: transform.forward = direction; Or you can compute a new orientation with transform....

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Well, this is my final working solution of a function detect_pedestrian car_velocity = car.body.__GetLinearVelocity() if car_velocity == (0,0): car_velocity = (0,1) car_vector = Box2D.b2Body.__GetTransform(car.body).R.GetYAxis() pedestrian_vector = pedestrian.body.position - car.body.position pedestrian_relative = ...

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The dot product of two UNIT vectors equals the cosine of the angle between those vectors. so in order to get what you expect you have to use unit vectors - so be sure to have your two vectors normalized before doing the dot product (looks like you don't do that)

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To calculate vector a, you need to use GetPostion() on the bodies, and subtract them, then normalize it. // Get vector a b2Vec2 carp = carbody.GetPosition(); b2Vec2 pedp = pedbody.GetPosition(); b2Vec2 a = b2SubV2V2( pedp, carp ); a.Normalize(); // Get vector b carbody.GetTransform().R().col1(); // assume car travels in +x, use col2() for +y. // Determine ...

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I solved my problem guys. Trick was to set origin correctly var degrees = (Math.atan2((aimingPoint.x - xDownPoint).toDouble(), -(aimingPoint.y - yDownPoint).toDouble()) * 180.0 / Math.PI - 180.0f).toFloat() powerIndicator.setOrigin(powerIndicator.width/2,0f) powerIndicator.rotation = degrees

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