Start
to End
.
For some reason it always returns the same values, regardless how I manipulate the End
.
Something's gone really wrong here, but I just can't figure it out. Could someone please tell me what I am doing wrong?
public static void CalcAngle(Vector3 start, Vector3 end, out float xAngle,
out float yAngle, out float zAngle, bool Radians)
{
Vector2 xzPlaneStart = new Vector2(start.X, start.Z);
Vector2 xzPlaneEnd = new Vector2(end.X, end.Z);
Vector2 xyPlaneStart = new Vector2(start.X, start.Y);
Vector2 xyPlaneEnd = new Vector2(end.X, end.Y);
Vector2 zyPlaneStart = new Vector2(start.Z, start.Y);
Vector2 zyPlaneEnd = new Vector2(end.Z, end.Y);
float xrot, yrot, zrot;
xrot = yrot = zrot = float.NaN;
xrot = CalcAngle2D(zyPlaneStart, zyPlaneEnd); //Always 0.78539
yrot = CalcAngle2D(xzPlaneStart, xzPlaneEnd); //Always -2.3561945
zrot = CalcAngle2D(xyPlaneStart, xyPlaneEnd); //Always 0.78539
if (Radians)
{
xAngle = xrot;
yAngle = yrot;
zAngle = zrot;
}
else
{
xAngle = MathHelper.ToDegrees(xrot);
yAngle = MathHelper.ToDegrees(yrot);
zAngle = MathHelper.ToDegrees(zrot);
}
}
public static float开发者_JAVA技巧 CalcAngle2D(Vector2 v, Vector2 end)
{
float xlen = end.X - v.X;
float ylen = end.Y - v.Y;
return (float)Math.Atan2((double)ylen, (double)ylen);
}
The result should be in radians. Thanks in advice.
Do you notice that you use ylen
twice in CalcAngle2D?
return (float)Math.Atan2((double)ylen, (double)ylen);
Use xlen
where appropriate in Math.Atan2(double y, double x)
and evaluate the correctness of the program.
Shouldn't you be returning xlen
in CalcAngle2D
?
i.e.
return (float)Math.Atan2((double)**xlen**, (double)ylen);
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