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Question by sdgd · Oct 10, 2013 at 05:23 PM · noobmathf.cos

how to properly use mathf cosinus?

what ever I do I get totally wrong resault

http://www.mathsisfun.com/geometry/unit-circle.html

http://docs.unity3d.com/Documentation/ScriptReference/Mathf.Cos.html

  • cos 0.5f should be 60°

  • cos 0 should be 90°

but they aren't:

 Debug.Log(Mathf.Cos(0.5f) ); // 50.28178
 Debug.Log(Mathf.Cos(0f) );   // 1
 Debug.Log(Mathf.Cos(0.5f) * Mathf.Deg2Rad); // 0.01745329
 Debug.Log(Mathf.Cos(0.5f) * Mathf.Rad2Deg); // 57.29578



so what am I doing wrong?

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Answer by DaveA · Oct 10, 2013 at 05:34 PM

The result of cos is always from -1 to 1. I think you want Mathf.Acos

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avatar image sdgd · Oct 10, 2013 at 05:46 PM 0
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ok thanks this works now

Debug.Log($$anonymous$$athf.Acos(0f) * $$anonymous$$athf.Rad2Deg);

DANG I thought I'll get neg result with this, ...

guesss I'll have to find some other solution to this, ...

got it:

http://answers.unity3d.com/questions/162177/vector2angles-direction.html

avatar image meat5000 ♦ · Oct 10, 2013 at 06:21 PM 1
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$$anonymous$$aybe tell us what it is you are trying to do? :D

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Answer by meat5000 · Oct 10, 2013 at 05:31 PM

Cos (60) = 0.5

Cos^-1 (0.5) = 60

This is in degrees/

Math.f functions work in Radians

Take Degrees x Pi/180 to find radians.

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