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Question by Bandit358 · Jan 10, 2016 at 03:46 PM · c#rotationraycastinganglesreflect

Checking if the reflected angle is too sharp

Hi, I'm making a game that is based on ricochet mechanic. There is a bullet that reflects from walls using Vector3.Reflect or the player can swipe to set its direction.

The problem that I faced is that I can't figure out how to check if the reflected angle is too extreme (more than 70 degrees or less than 0 relative to the wall). I've tried dozens of solutions but they either didn't work or worked only half of the time.

Here is the relevant code

     //Ricochet stuff
     void Ricochet(){
         if(Mathf.Abs(UserSetAngle()) > 0) fingerRot = UserSetAngle();
         //When raycast is hit calculate reflection
         if (Physics.Raycast(ray, out hit, Time.deltaTime * speed + .1f, collisionMask)) {
             
             if(Mathf.Abs(fingerRot) > 0) {
                 Vector3 hitnormal = hit.normal;
 
                 transform.eulerAngles = new Vector3(0,fingerRot,0);
 
                 fingerRot = 0;
                 mouseAngle = 0;
 
             }
 
             else{
                 Vector3 reflectDir = Vector3.Reflect(ray.direction, hit.normal);
                 float incomingAngle = Mathf.Atan2(reflectDir.z, reflectDir.x) * Mathf.Rad2Deg;
                 float rot = 90 - incomingAngle;
 
                 //Rotate in the right direction
                 transform.eulerAngles = new Vector3(0,rot,0);
                 rot = 0;
             }
         }
     }
 
     void GetMouseAngle(){
         if (Input.GetMouseButtonDown(0))
         {
             startPosition = Input.mousePosition;
         }
 
         
         if (Input.GetMouseButtonUp(0))
         {
             float angle = 0;
             Vector3 mouseDelta = Input.mousePosition - startPosition;
             
             angle = 90 - Mathf.Atan2 (mouseDelta.y, mouseDelta.x) * Mathf.Rad2Deg;
             if (transform.eulerAngles.y < 180) angle = angle - transform.eulerAngles.y;
             if (transform.eulerAngles.y > 180) angle = transform.eulerAngles.y - angle;
             if (angle<0) angle += 360;
             
             mouseAngle = angle;
         }
     }
 
     float UserSetAngle(){
         //Mouse and touch controls, saves the input executes at hit
         if(mouseAngle>0)
         {
             if(transform.eulerAngles.y < 180f) fingerRot = transform.eulerAngles.y + mouseAngle;
             if(transform.eulerAngles.y > 180f) fingerRot = transform.eulerAngles.y - mouseAngle;
             
             return fingerRot;
         }
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avatar image vintar · Jan 10, 2016 at 05:59 PM 0
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Here's what I would do. I would find the direction from the hit point to the start, then find the angle between that and the reflected angle, something like so :

Vector3 dir = startPosition - hitNormal;

float angleBetween = Vector3.Angle(dir, reflectDir);

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