Created
August 31, 2013 22:44
-
-
Save estebanpadilla/6401118 to your computer and use it in GitHub Desktop.
Method for Unity to get angle using a start and end points. Code can be improve.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
private float GetAngleFromPosition(float x1, float y1, float x2, float y2){ | |
float o = 0; | |
float a = 0; | |
bool doingA = false; | |
bool doingB = false; | |
bool doingC = false; | |
bool doingD = false; | |
if(x1 >= x2 && y1 <= y2){//set for A | |
o = x1 - x2; | |
a = y2 - y1; | |
doingA = true; | |
}else if(x1 >= x2 && y1 >= y2) { // set for B | |
a = x1 - x2; | |
o = y1 - y2; | |
doingB = true; | |
}else if(x1 <= x2 && y1 >= y2){//set for C | |
o = x2 - x1; | |
a = y1 - y2; | |
doingC = true; | |
}else if( x1 <= x2 && y1 <= y2){//set for D | |
o = y2 - y1; | |
a = x2 -x1; | |
doingD = true; | |
} | |
// print("o: " + o); | |
// print("a: " + a); | |
float angle = Mathf.Rad2Deg*Mathf.Atan(o / a); | |
angle = Mathf.Ceil(angle); | |
if(doingB){ angle += 90; } | |
else if (doingC) { angle += 180; } | |
else if (doingD) { angle += 270; } | |
return angle; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment