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AngleToVector Calculator


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Posted

AngleToVector Calculator

 

This tool will calculate the Orientation X and Y from an angle that you specify, I have also implemented a "VectorToAngle" function, which you can specify the X and Y coordinates and it will calculate the angle.

Click on the title to download ^.

 

Using the Calculator

I must also note how the calculator works in relation to KotOR.

KotOR uses an orientation system like so:

The angle is expressed as anticlockwise degrees from Due East. DIRECTION_EAST, DIRECTION_NORTH, DIRECTION_WEST and DIRECTION_SOUTH are predefined. (0.0f=East, 90.0f=North, 180.0f=West, 270.0f=South)

Therefore, if you want your character to face north then the angle you need to enter is 90*, and for North-East 45*.

 

v1.4

Added an "Angle Chooser" where you can choose an angle from a wheel.

Automated it, so you don't have to click a "calculate" button.

Pratted around with the interface, since I'm arkward =P

Fixed the code so it doesn't crash when you type in letters because you think its funny.

v1.3

Numbers rounded to 6dp, also slight bug fix, where VectorToAngle will show angles > 180 as a negative angle.

v1.2

Calcalator now can convert a Bearing to an Angle.

v1.1

Calculator now also generates a bearing.

v1.0

First Release, program can calculate AngleToVector and VectorToAngle.

 

Any suggestions are welcome.

Posted

Just a quick update;

I have just added a box where it will generate the bearing, for placeables.

 

Also considering making a "BearingToAngle" part of the calculator.

Posted

Proberly the last fix, I don't want to bloat the thing with unnecessary functions, I have finished the BearingToAngle bit, unless any bug fixes are required, thats the finished calculator :)

Posted

There goes the motivation to learn trig functions. :D

 

Just a small suggestion: it'd be nice if any number with an absolute value < 1x10^-6 was rounded down to zero. :)

Posted

So like, round the numbers to 6 decimal places? And I know what you mean about the stupidly small angles. I'll have em rounded to 0 ;)

 

EDIT:

14/04/08 Done that ;) I also fixed a bug with the VectorToAngle part.

  • 4 weeks later...
Posted

While playing about with the program interface today (Its been updated I might add :^: ) I realised that something that was rather obvious to me might not be quite so obvious for someone will little programming or modding experience.

 

Using the Calculator

I must also note how the calculator works in relation to KotOR.

KotOR uses an orientation system like so:

North: 90*

East: 0*

South: -90*

West: 180*

Therefore, if you want your character to face north then the angle you need to enter is 90*, and for North-East 45*.

 

The same is found with the SetFacing() Function.

// 10: Cause the caller to face fDirection.

// - fDirection is expressed as anticlockwise degrees from Due East.

// DIRECTION_EAST, DIRECTION_NORTH, DIRECTION_WEST and DIRECTION_SOUTH are

// predefined. (0.0f=East, 90.0f=North, 180.0f=West, 270.0f=South)

 

void SetFacing(float fDirection);

  • 1 month later...
Posted

Update: Much more stable, included "Angle Chooser", Automated with error highlighting.

 

v1.4

Added an "Angle Chooser" where you can choose an angle from a wheel.

Automated it, so you don't have to click a "calculate" button.

Pratted around with the interface, since I'm arkward =P

Fixed the code so it doesn't crash when you type in letters because you think its funny.

  • 4 years later...

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