我正在尝试获取两个向量之间的角度(我的相机位置
和敌方位置)
在 Unity 中:
使用Vector3 结构中的Angle 函数。
float angle = Vector3.Angle(camera_position, enemy_position);
或个别角度:
float angleX = Vector3.Angle(new Vector3(camera_position.x, 0, 0), new Vector3(enemy_position.x, 0, 0));
float angleY = Vector3.Angle(new Vector3(0, camera_position.y, 0), new Vector3(0, enemy_position.y, 0));
float angleZ = Vector3.Angle(new Vector3(0, 0, camera_position.z), new Vector3(0, 0, enemy_position.z));
编辑:
我没有使用 Unity 引擎。这是一个单独的模块,我是
创建来装配我自己的自动瞄准。我正在尝试做正确的数学
自己。
在 C++ 中:
代码在下面的Angle函数中解释,这是最后一个函数
#include <iostream>
#include <numeric> //for inner_product
#include <vector> //For vector
#include <math.h> //For sqrt, acos and M_PI
float Dot(std::vector<float> lhs, std::vector<float> rhs);
float magnitude(std::vector<float> vec3);
float Angle(std::vector<float> from, std::vector<float> to);
std::vector<float> normalise();
int main()
{
std::vector<float> from{3, 1, -2};
std::vector<float> to{5, -3, -7 };
float angle = Angle(from,to);
std::cout<<"Angle: "<<angle<<std::endl;
return 0;
}
//Find Dot/ Scalar product
float Dot(std::vector<float> lhs, std::vector<float> rhs){
return std::inner_product(lhs.begin(), lhs.end(), rhs.begin(), 0);
}
//Find the magnitude of the Vector
float magnitude(std::vector<float> vec3)//<! Vector magnitude
{
return sqrt((vec3[0] * vec3[0]) + (vec3[1] * vec3[1]) + (vec3[2] * vec3[2]));
}
//Normalize Vector. Not needed here
std::vector<float> normalise(std::vector<float> vect)
{
std::vector<float> temp{0, 0, 0};
float length = magnitude(vect);
temp[0] = vect[0]/length;
temp[1] = vect[1]/length;
temp[2] = vect[2]/length;
return temp;
}
float Angle(std::vector<float> from, std::vector<float> to){
//Find the scalar/dot product of the provided 2 Vectors
float dotProduct = Dot(from, to);
//Find the product of both magnitudes of the vectors then divide dot from it
dotProduct = dotProduct / (magnitude(from) * magnitude(to));
//Get the arc cosin of the angle, you now have your angle in radians
float arcAcos = acos(dotProduct);
//Convert to degrees by Multiplying the arc cosin by 180/M_PI
float angle = arcAcos * 180 / M_PI;
return angle;
}