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Question by username707 · Jul 12, 2013 at 06:36 AM · positiondistanceangle

How to calculate a new position having angle and distance?

How to calculate a new position having angle and distance in two-dimentional space? Thanks!

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Answer by robertbu · Jul 12, 2013 at 06:43 AM

You can use polar coordinates.

 var x = dist * cos(angle * Mathf.Deg2Rad);
 var y = dist * sin(angle * Mathf.Deg2Rad);
 var newPosition = currentPosition;
 newPosition.x += x;
 newPosition.y += y;

Or solve it using a Quaternion (assumes camera is looking towards positive 'Z'). Also assumes Vector3.right is the basis for the angle:

   var q = Quaternion.AngleAxis(angle, Vector3.forward);
   newPosition = currentPosition + q * Vector3.right * distance;



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avatar image username707 · Jul 12, 2013 at 07:09 AM 0
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Thanks! This also works

  Vector3 movement = Vector3.zero;
     movement.x = 1 * $$anonymous$$athf.Cos(dragAngle *  $$anonymous$$athf.PI/180)*dragDist;
     movement.z = 1 * $$anonymous$$athf.Sin(dragAngle *  $$anonymous$$athf.PI/180)*dragDist;
avatar image Owen-Reynolds · Jul 12, 2013 at 01:56 PM 1
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But, if you use sin/cos then your angles run counter-clockwise from East. At some point you may need to use "game programmer" angles, which run clock-wise from North.

Sure, you can convert ( -1*(a-90)?,) but sometimes it's easier just to use 0=North angles and built-in angle functions for everything.

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