angle

Swift-Making an SKNode simply “move forward” on an angle

落花浮王杯 提交于 2019-12-07 15:06:26
I've already asked this question in a different way here; Swift-Setting a physics body velocity by angle but the three attempts to answer it were unfortunately not exactly what I'm looking for, although I'm grateful for what they taught me anyway. I decided that I should simply rephrase my question with an example and further explanation instead of perpetuating a discussion via comments. So here it is. Imagine I have an SKNode positioned in the centre of the screen. Let's say this is a ball, so any rotation action on it is not visible. I would need a way to have a random angle selected, and

Math (in WPF): Getting new x,y coordinates after a translation

冷暖自知 提交于 2019-12-07 07:52:55
问题 With reference to this programming game I am currently building. I am using WPF to animate canvases, and I am using the BeginAnimation method to translate (move) a canvas across another canvas. With the BeginAnimation, I need to specify the From and To coordinates for both x and y, and this is the method I am using this like such: //X Animator_Body_X.From = Translate_Body.X; //Current x-coordinate Animator_Body_X.To = //The end X-coordinate Translate_Body.BeginAnimation(TranslateTransform

How to compute directional angle between two 2D vectors in MatLab?

允我心安 提交于 2019-12-06 16:12:11
I am trying to implement a script to analyze some of my data. I have position information for three points (p1,p2,p3). I would like to find the angular displacement of point p3 from the vector p1p2, as in this picture: p3a, p3b, p3c, p3d show possible relative positions for p3. As shown, I would like the sign of the output angle to describe its relative position to vector p1p2. The code I am using is as follows (adapted to the diagram): v1 = p2 - p1; x1 = v1(1); y1 = v1(2); v2 = p1 - p3; x2 = v2(1); y2 = v2(2); angle = atan2d(x1*y2-y1*2,x1*x2+y1*y2); This works as desired when p3 is at p3a,

Calculate angle between two vectors matlab

妖精的绣舞 提交于 2019-12-06 07:15:51
I'm sorry if this question seems a really basic, but I cannot find a good answer online yet. I'm a little confused with vectors and how to use them in matlab. At the moment I have the following three pair of coordinates (x and y): Person 1, The future location of Person 1 and Person 2. See: The three points in a 2d view Now I want to calculate the angle between "the vector which goes from person 1 to person 2" and "the vector from person 1 to person 1 future". I've found some matlab functions which could do this with the vectors, but I am not sure I am actually using the right input for each

Android: axes vectors from orientation/rotational angles?

╄→尐↘猪︶ㄣ 提交于 2019-12-06 02:31:07
So there's a couple methods in the Android SensorManager to get your phone's orientation: float[] rotational = new float[9]; float[] orientation = new float[3]; SensorManager.getRotationMatrix(rotational, whatever, whatever, whatever); SensorManager.getOrientation(rotational, orientation); This gives you a rotation matrix called "rotational" and an array of 3 orientation angles called "orientation". However, I can't use the angles in my AR program - what I need is the actual vectors which represent the axes. For example, in this image from Wikipedia: I'm basically being given the α, β, and γ

Python code to calculate angle between three points (lat long coordinates)

随声附和 提交于 2019-12-06 01:00:56
问题 Can anybody suggest how to calculate angle between three points (lat long coordinates) A : (12.92473, 77.6183) B : (12.92512, 77.61923) C : (12.92541, 77.61985) 回答1: I see two main ways to solve your problem, assuming you want angle ABC (B is the vertex of the angle). Since your three points are close to each other (less than 0.0007° latitude and 0.002° longitude apart), we can approximate the earth as a plane and use two-dimensional vector calculations. A degree of longitude and of latitude

Calculating the intersection between two angle intervals

守給你的承諾、 提交于 2019-12-05 18:22:46
I'm trying to calculate the intersection between two angle intervals, as in the picture below. Unfortunately, the branch at -pi is making the code much uglier than I have hoped. Here is my first draft. Note that I have not tested this code for correctness, but rather have just gone through the scenarios in my head. As you can see in the function branchify , angle intervals are constrained such that from (p)a1 -> (p)a2 counter-clockwise, the difference is at most pi. In otherwise, the intervals are defined by the smallest difference in angle. [a1, a2] is the first interval, [pa1, pa2] the

Calculate if two 3D triangles are on the same plane

一世执手 提交于 2019-12-05 17:37:06
For a 3D game engine I'm working on I need to calculate if two 3D triangles are on the same plane to display it accordingly. How do I calculate the angles of a triangle in 3D space? Would calculating a surface normal and comparing those ever give me 2 equivalent normals? Why do you want to do that? What is the number of triangle you expect to test? It seems a little bit complex for a real time rendering algorithm! Anyway: Compute the normal n of the triangle. Then compute the plane equation: a.x + b.y + c.z + d = 0 with (a,b,c) being your triangle normal and d = - dot(n,P) (P is one of your

start and end angle of UIBezierPath?

徘徊边缘 提交于 2019-12-05 15:17:20
问题 I have coded as below for half circle in iOS using UIBezierPath and CAShapeLayer . clockWiseLayer = [[CAShapeLayer alloc] init]; CGFloat startAngle = -M_PI_2; CGFloat endAngle = M_PI + M_PI_2; CGFloat width = CGRectGetWidth(imageView.frame)/2.0f + 30; CGFloat height = CGRectGetHeight(imageView.frame)/2.0f +50; CGPoint centerPoint = CGPointMake(width, height); float radius = CGRectGetWidth(imageView.frame)/2+10; clockWiseLayer.path = [UIBezierPath bezierPathWithArcCenter:centerPoint radius

Math (in WPF): Getting new x,y coordinates after a translation

馋奶兔 提交于 2019-12-05 11:50:33
With reference to this programming game I am currently building. I am using WPF to animate canvases, and I am using the BeginAnimation method to translate (move) a canvas across another canvas. With the BeginAnimation, I need to specify the From and To coordinates for both x and y, and this is the method I am using this like such: //X Animator_Body_X.From = Translate_Body.X; //Current x-coordinate Animator_Body_X.To = //The end X-coordinate Translate_Body.BeginAnimation(TranslateTransform.XProperty, Animator_Body_X); //Y Animator_Body_Y.From = Translate_Body.Y; //Current y-coordinate Animator