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Question by Jordan Miller 2 · Aug 06, 2010 at 10:41 PM · mathanglestriangletangentformula

calculus help angels of a triangle

I have to calculate the angle of something (my camera) in my program. the only problem is I don't know how to implement the equation.

I need to use Mathf.Atan(A); to implement this formula:

alt text

but I don't know how to do it. what would the code look like?

here's the data I'm using:

ADJACENT = Camera.main.transform.position.z

OPPOSITE = 2.761007

Here's my guess at what the code would look like but I really have no idea:

myAngle = Mathf.Atan(2.761007 / Camera.main.transform.position.z);

but that just gives some decimal so I don't know. please help me :)

ps. this is calculating an angle on a right triangle. if you know of an easier way I'm all ears!

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avatar image Wolfram · Aug 07, 2010 at 01:04 AM 1
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For very small angles you can approximate this by skipping the atan conversion: myApproxAngle=2.761007/Camera.main.transform.position.z*$$anonymous$$athf.Rad2Deg, which is slightly faster, but probably not worth the error, even when evaluating the atan every frame. The error is around 1% for 10 degrees, and 10% for 30 degrees.

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Answer by Wolfram · Aug 06, 2010 at 10:48 PM

The Mathf trigonometric functions use radians, while Unity uses degrees. So you can use this to get an angle in degrees:

myAngle = Mathf.Atan(2.761007 / Camera.main.transform.position.z)*Mathf.Rad2Deg;
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