New answers tagged mathematics
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 ...
2
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....
0
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 = ...
0
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)
0
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 ...
0
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
Top 50 recent answers are included
Related Tags
mathematics × 1619physics × 167
vector × 160
unity × 156
3d × 145
2d × 127
c# × 123
opengl × 119
matrix × 110
algorithm × 108
rotation × 108
geometry × 103
c++ × 97
collision-detection × 84
java × 75
javascript × 68
camera × 61
xna × 58
linear-algebra × 56
quaternion × 51
transformation × 49
coordinates × 43
game-design × 42
graphics × 42
movement × 42