List of utility methods to do Angle
double | angle2pixels(double angle) Converts a value from visual angle to pixels on the standard display. return viewingDistance * Math.tan(deg2rad(angle)) * pixelsPerInch;
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float | angle360Limit(float angle) angle Limit while (angle >= 360f) angle -= 360f; while (angle < 0) angle += 360f; return angle; |
int | angleAdd(int i, final int i1) Increments to angle (degrees), wrapping around if necessary i += i1; while (i >= 360) { i -= 360; while (i < 0) { i += 360; return i; ... |
double | angleDistance(double angle1, double angle2) angle Distance if (angle1 < angle2) { return angle2 - angle1; } else { return ((Math.PI * 2) - angle1) + angle2; |
boolean | angleEquals(double angle1, double angle2, double epsilon) angle Equals return Math.abs(wrapAngle2Pi(angle1) - wrapAngle2Pi(angle2)) < epsilon
|| Math.abs(wrapAngle2Pi(angle1 + Math.PI) - wrapAngle2Pi(angle2 + Math.PI)) < epsilon;
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double | AngleEvaluation(double angle, int effectIndex, int angleNeeded, int orbValue) Angle Evaluation double angleDiference = angle - angleNeeded; if (angleDiference < 0) { angleDiference = angleDiference * -1; if (angleDiference <= orbValue) { double factor = ((orbValue - angleDiference) / orbValue); return_result = effectIndex * factor; } else { ... |
float | angleFromDirection(float dirX, float dirY) angle From Direction if (dirX == 0f) { return 0f; float inv = dirY / dirX; float ang = (float) Math.atan(inv); if (dirX < 0) { ang += (float) Math.PI; ang -= (float) Math.PI * 0.5f; return ang; |
double | angleFromR(final double[][] R) compute the angle of rotation from a rotation matrix. assert cols(R) >= 3; assert rows(R) >= 3; final double tr = R[0][0] + R[1][1] + R[2][2]; final double theta = Math.acos((tr - 1.0) / 2.0); return theta; |
float | angleInDegrees(float ownerRotation, float x1, float y1, float x2, float y2) angle In Degrees return Math.abs(ownerRotation - angleInDegrees(x1, y1, x2, y2)) % 360;
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float | angleInRadians(float originX, float originY, float targetX, float targetY) angle In Radians return (float) Math.atan2(targetY - originY, targetX - originX); |