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how two perpendicular vectors can have a dot product not equal to 0 in Unity? Thats my script for a simple Cube, that moves only in 2D:
Now for example In my on screen display I see values as: angle == 0,9852035 impact_direction == 0.1, 1.0, 0.0 reflect_direction == -0.1, 1.0, 0.0 How on earth is the dot product close to 1 !?!?!?! Also what worries me is the fact, that for this example, the ship was flaying with big velocity in the OX axis and the impact_direction shows, that the OY value is bigger ?!? Any help?
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Well, those vectors are not perpendicular, they are reflected along the X axis. And their dot product is: (-0.1*0.1)+(1.0*1.0)+(0.0*0.0) = (-0.01)+(1.0) = 0.99 So to get the angle, you'd have to divide the dot product by the product of the magnitudes of the two vectors. Ex:
Edit: Woops, don't forget to take arc-cosine of the above result to get the angle! Or, you can just use the Vector3::Angle function: So stupid of me! Ofcourse they're not perpendicular. What was I thinking :/ Thanks a lot!
Nov 11 '10 at 07:23 PM
Jack 4
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