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angle between
All about the StoneScriptangle between
by harold35 » 20 Apr 2010, 08:52
I have see a post on the forum, about how to calculaten angle between 2 points in 3d space with this link :
http://www.euclideanspace.com/maths/alg ... /index.htm
So to follow the method to calculate an angle i have made this code :
But i don't understand the result... I thinking that with this method can expect a result between 0 and 180... But in fact not... Can somebody with a better mathematic level can help me to solve this problem ?
http://www.euclideanspace.com/maths/alg ... /index.htm
So to follow the method to calculate an angle i have made this code :
- Code: Select all
local xv1,yv1,zv1 = object.getTranslation (this.getObject ( ),object.kGlobalSpace)---- position du vehciule
local xv2,yv2,zv2 = x,y,z ---- position de la prochaine balise
xv1,yv1,zv1 = math.vectorNormalize (xv1,yv1,zv1 ) --- normalisation position du vehicule
xv2,yv2,zv2 = math.vectorNormalize (xv2,yv2,zv2 ) --- normlasation position de la balise
local dotproduct1 = math.vectorDotProduct (xv1,yv1,zv1,xv2,yv2,zv2 )--- dotproduct des deux positions
local value= math.acos (dotproduct1)
log.message (value)
But i don't understand the result... I thinking that with this method can expect a result between 0 and 180... But in fact not... Can somebody with a better mathematic level can help me to solve this problem ?
- harold35
- Platinum Boarder

- Posts: 372
Re:angle between
by Piedcarre » 20 Apr 2010, 09:06
In fact, the angle you want is not in the 3D space but in the (x,z) plane, am i wrong?
Secondly, I think the 2 vectors you use are not correct, you use objects translations instead of directions.
In a few words, try with directional vectors, and set their Y direction to 0.
Secondly, I think the 2 vectors you use are not correct, you use objects translations instead of directions.
In a few words, try with directional vectors, and set their Y direction to 0.
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Piedcarre - Platinum Boarder

- Posts: 426
Re:angle between
by harold35 » 20 Apr 2010, 12:52
hummm... So i try with this method... I have a result between 0 and 180 but it doesn't solve my problem finaly...
I work on a car IA that must follow dumies... My car must look at the nex dumy to make is path... So i need to know angle between my car an the next point to give to my car the good orientation...
I have made a test with object.lookat, it work fine but i want to use méthod with an angle and orientation because it wood be better if the player and the ia have the same speed rotation...
Somebody have any idear of what is wrong in my mathematics ?
I work on a car IA that must follow dumies... My car must look at the nex dumy to make is path... So i need to know angle between my car an the next point to give to my car the good orientation...
I have made a test with object.lookat, it work fine but i want to use méthod with an angle and orientation because it wood be better if the player and the ia have the same speed rotation...
Somebody have any idear of what is wrong in my mathematics ?
- harold35
- Platinum Boarder

- Posts: 372
Re: angle between
by gn0me » 03 Apr 2012, 22:10
That's a pretty old topic, but the problem is not solved.
I found the solution myself, may be useful for someone.
It works only for a 2d space ( actually it might work for 3d with some changes )
I found the solution myself, may be useful for someone.
It works only for a 2d space ( actually it might work for 3d with some changes )
- Code: Select all
-- Vectors must be normalized.
local aX, aY, aZ = math.vectorNormalize ( X,0,Z ) -- 1st vectors
local bX, bY, bZ = math.vectorNormalize ( dirx,0,dirz ) -- 2nd vector
local angle1=math.atan2(aZ,aX)
local angle2=math.atan2(bZ,bX)
-- add 360 so we got only positive values and get rid of one of problems
angle1=amgle1+360
angle2=amgle2+360
local FinalAngle = angle1 - angle2
-- Check if one of the angles are in the wrong quadrant
-- and fix it if so.
if ( (math.abs ( FinalAngle ))>180 ) then
if (angle1<angle2)then
angle1=angle1+360
else
angle2=angle2+360
end
end
FinalAngle = angle1 - angle2
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gn0me - Senior Boarder

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