public static Vector2f Rotate(this Vector2f vector, double radians)
 {
     var vectorAngle = vector.Angle();
     var length = vector.Length();
     float x = (float)(length * Math.Cos(radians + vectorAngle));
     float y = (float)(length * Math.Sin(radians + vectorAngle));
     return new Vector2f(x, y);
 }
Exemple #2
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 public static Vector2 ToPolar(this Vector2 vector)
 {
     return new Vector2(vector.Length(), vector.Angle());
 }
Exemple #3
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 public static Vector2 ToPolar(this Vector2 p)
 {
     return new Vector2(p.Length(), p.Angle());
 }
 // create new line segment from point to point, get angle
 public static double GetClockwise(this LineSegment active, LineSegment passive)
 {
     var anglea = active.Angle();
     var angleb = passive.Angle();
     return (angleb > anglea) ? angleb - anglea : (360 - anglea) + angleb;
 }
        public static Vector2 ToPolar(this Vector2 vector)
        {
            float sqrMagnitude = vector.sqrMagnitude;

            if (sqrMagnitude <= 0f)
                return Vector2.zero;
            else
                return new Vector2(Mathf.Sqrt(sqrMagnitude), vector.Angle());
        }
 public static UnityEngine.Quaternion Rotation(this IRandom rng)
 {
     return UnityEngine.Quaternion.AngleAxis(rng.Angle(), rng.OnUnitSphere());
 }
 public static UnityEngine.Vector3 AroundAxis(this IRandom rng, Vector3 axis)
 {
     var a = rng.Angle();
     if(VectorUtil.NearSameAxis(axis, Vector3.forward))
     {
         return Quaternion.AngleAxis(a, axis) * VectorUtil.GetForwardTangent(Vector3.up, axis);
     }
     else
     {
         return Quaternion.AngleAxis(a, axis) * VectorUtil.GetForwardTangent(Vector3.forward, axis);
     }
 }
 public static Vector2 Rotate(this Vector2 vector, float Angle)
 {
     float InitialAngle = vector.Angle();
     float NewAngle = InitialAngle + Angle;
     return Vector2.Zero;
 }
 public static float AngleInDegrees(this Vector2f vector)
 {
     return (float)(vector.Angle() / Math.PI * 180);
 }