In a 2D grid, returns the angle to a specified point from the +X axis : Xna « Development Class « C# / C Sharp






In a 2D grid, returns the angle to a specified point from the +X axis

        
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace Engine.Core
{
    public static class Utility
    {
        public const float DegreeToRadian = ( float ) Math.PI / 180.0f;
        public const float RadianToDegree = 180.0f / ( float ) Math.PI; 
        
        //In a 2D grid, returns the angle to a specified point from the +X axis
        public static float ArcTanAngle( float X, float Y )
        {
            if ( X == 0 )
            {
                if ( Y == 1 )
                    return ( float ) MathHelper.PiOver2;
                else
                    return ( float ) -MathHelper.PiOver2;
            }
            else if ( X > 0 )
                return ( float ) Math.Atan( Y / X );
            else if ( X < 0 )
            {
                if ( Y > 0 )
                    return ( float ) Math.Atan( Y / X ) + MathHelper.Pi;
                else
                    return ( float ) Math.Atan( Y / X ) - MathHelper.Pi;
            }
            else
                return 0;
        }

        //returns Euler angles that point from one point to another
        public static Vector3 AngleTo( Vector3 from, Vector3 location )
        {
            Vector3 angle = new Vector3();
            Vector3 v3 = Vector3.Normalize( location - from );
            angle.X = ( float ) Math.Asin( v3.Y );
            angle.Y = ArcTanAngle( -v3.Z, -v3.X );
            return angle;
        }

        //converts a Quaternion to Euler angles (X = pitch, Y = yaw, Z = roll)
        public static Vector3 QuaternionToEuler( Quaternion rotation )
        {
            Vector3 rotationaxes = new Vector3();

            Vector3 forward = Vector3.Transform( Vector3.Forward, rotation );
            Vector3 up = Vector3.Transform( Vector3.Up, rotation );
            rotationaxes = AngleTo( new Vector3(), forward );

            if ( rotationaxes.X == MathHelper.PiOver2 )
            {
                rotationaxes.Y = ArcTanAngle( up.Z, up.X );
                rotationaxes.Z = 0;
            }
            else if ( rotationaxes.X == -MathHelper.PiOver2 )
            {
                rotationaxes.Y = ArcTanAngle( -up.Z, -up.X );
                rotationaxes.Z = 0;
            }
            else
            {
                up = Vector3.Transform( up, Matrix.CreateRotationY( -rotationaxes.Y ) );
                up = Vector3.Transform( up, Matrix.CreateRotationX( -rotationaxes.X ) );
                rotationaxes.Z = ArcTanAngle( up.Y, -up.X );
            }
            return rotationaxes;
        }
    }
}

   
    
    
    
    
    
    
    
  








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