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Finding the angle between two GameObjects
Hi there!
So I'm currently trying to do a function that checks if a certain GameObject (lets call it a target), it's in the firing arch of a weapon. I've managed, with the help of the scripting guide, to come up with this:
//this function can be used to check if the target is withing the firing angle
function CheckWeaponAngle(weapon : WeaponSlot, target : Transform) : boolean {
//get weapon script and firing angle
var weaponGO : GameObject = weapon.weapon_go;
var weaponScr : weaponScript = weaponGO.GetComponent(weaponScript);
var firingAngle : float = weaponScr.firingAngle;
//get weapon origin
var weaponType = weaponScr.type;
var origin : Transform;
if(weaponType == WeaponType.beam)
{
origin = weapon.phaser_point.transform;
}
else if (weaponType == WeaponType.torpedo)
{
origin = weapon.torpedo_point.transform;
}
else if (weaponType == WeaponType.pulse)
{
origin = weapon.pulse_point.transform;
}
//get angle between the objects
var targetDir = target.position - origin.position;
var forward = origin.forward;
var angle = Vector3.Angle(targetDir, forward);
//check if it's inside the angle or not
var isAngle : boolean;
if (angle <= firingAngle/2)
{
isAngle = true;
}
else
{
isAngle = false;
}
//return result
return isAngle;
}
The "class" weaponScript is pretty much a script which contains informations about the weapon type, it's firing angle, etc... And this is the "WeaponSlot" class
class WeaponSlot {
var isEnabled : boolean = false; //checks if the weapon is enabled
var slot_num : int; //number (still has no function)
var weapon_go : GameObject; //weapon GameObject. It contains the projectile
var orientation : weapon_orientation; //checks if the weapon is firing forward or backwards
var phaser_point : GameObject; //if the weapon is a beam weapon, it fires from this game object
var torpedo_point : GameObject; //if the weapon is a torpedo weapon, it fires from this game object
var pulse_point : GameObject; //if the weapon is a pulse weapon, it fires from this game object
var nextShot : float = 0.0f; //contains the time reference for when the weapon is able to fire again
var isAngle : boolean = false; //checks if the target is inside the firing arch
var isRange : boolean = false; //checks if the target is in range
}
And the function is applied by using:
if(weapon1.isEnabled && weapon1.weapon_go != null)
{
weapon1.isAngle = CheckWeaponAngle(weapon1, shipTar.transform);
}
Weapon1 is an object with the structure of the WeaponSlot class. This first checks if the weapon game object exists and if the weapon is enabled.
HOWEVER, even though I'm currently only controlling 3 forward facing weapons, each with a rotation of (0,0,0) and subordinated to the same parent object, which has the same rotation of (0,0,0), (and the same until the master parent, which has a rotation of (0,0,180)), the "isAngle" property of weapon1, weapon2 and weapon3 won't change, no matter how much I rotate my ship (a.k.a. master parent GameObject).
So, any tip on how can I solve this problem?
EDIT:
Here's the result of Debug.Log(firingAngle/2 + " - " + angle):
weapon1: "135 - 171.7471"
weapon2: "45 - 130.8781"
weapon3 (which somehow is the only one checking the isAngle): "135 - 129.9219"
And here's the result of Debug.Log("Origin[" + weapon.slot_num + "] position:" + origin.position.ToString() + "; rotation: " + origin.rotation.ToString()):
Origin[1] position:(105.0, 0.0, 0.0); rotation: (0.0, 0.0, 1.0, 0.0)
Origin[2] position:(105.0, 0.0, 0.3); rotation: (0.0, 0.0, 1.0, 0.0)
Origin[3] position:(104.8, 0.0, 0.1); rotation: (0.0, 0.0, 1.0, 0.0)
For: Debug.Log("targetDir[" + weapon.slot_num + "]: " + targetDir.ToString() + "; forward[" + weapon.slot_num + "]: " + forward);
targetDir[1]: (0.0, 0.0, 0.0); forward[1]: (0.0, 0.0, 1.0)
targetDir[2]: (0.0, 0.0, -0.3); forward[2]: (0.0, 0.0, 1.0)
targetDir[3]: (0.2, 0.0, -0.1); forward[3]: (0.0, 0.0, 1.0)
If you debug.log the angle and the firing angle just before the test of in or out the angle, what comes out? I mean, should the test succeed? :D
Strange enough, when I rotate the ship around, no matter if I turn away from the target, the values don't change even a little bit...
I added this:
Debug.Log(firingAngle/2 + " - " + angle);
And here's the starting results (when the ship is looking at the target) for weapon1:
"135 - 171.7471"
weapon2:
"45 - 130.8781"
weapon3 (which somehow is the only one checking the isAngle):
"135 - 129.9219"
Still, I don't know what makes results this different, for points with less than 0.1 units of distance between them...
While I see a number of things that could be simplified, I don't see anything that is obviously wrong with your calculations. As @Le$$anonymous$$oine suggests, put in some Debug.Log() statements to verify all the inputs and calculations.
With:
Debug.Log("Origin[" + weapon.slot_num + "] position:" + origin.position.ToString() + "; rotation: " + origin.rotation.ToString());
And here's the result:
Origin[1] position:(105.0, 0.0, 0.0); rotation: (0.0, 0.0, 1.0, 0.0)
Origin[2] position:(105.0, 0.0, 0.3); rotation: (0.0, 0.0, 1.0, 0.0)
Origin[3] position:(104.8, 0.0, 0.1); rotation: (0.0, 0.0, 1.0, 0.0)
Answer by JPB18 · Jun 05, 2013 at 05:58 PM
So, the problem after all was a variable naming. Up in the variable declaration I had the following part:
var shipTar : shipTarget;
var shipTarg : GameObject;
I then had a script that would fetch the target ship and assign it to shipTarg. However, when calling out the above CheckWeaponAngle() function, I called up the ShipTar script, instead of calling out the shipTarg game object. So instead of:
if(weapon1.isEnabled && weapon1.weapon_go != null)
{
weapon1.isAngle = CheckWeaponAngle(weapon1, shipTar.transform);
}
I should've made:
if(weapon1.isEnabled && weapon1.weapon_go != null)
{
weapon1.isAngle = CheckWeaponAngle(weapon1, shipTarg.transform);
}
I apologize to LeMoine and robertbu for wasting time on a perfectly fine script, and I also thank them for the help provided.
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