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Hit Angle Of Ray to Surface?
Ive been looking around but i have a weakness with angles in 3d space. How would i calculate the angle of a raycasthit to the surface it. I assume its utilizing the information from "hit" in the raycast, perhaps the normal data, but i dont quite know how to get it.
ahh perhaps i can use Vector3.Angle(ray direction, normal);
Answer by Michael CMS · Nov 01, 2012 at 11:22 PM
What you want is the dot product between the normal and your ray direction.
The dot product between two directions equals the cosine of the angle :
http://en.wikipedia.org/wiki/Dot_product
All you need to do is to take the direction of the ray and make a dot product with the normal from the raycast hit.
    Ray r;
    RaycastHit hit;
    ...
    float cosine = Vector3.Dot(r.direction,hit.normal);
    float cosineDegrees = Mathf.Acos(cosine);
 
              actually the Angle function worked fine, it spits out a value going from 180 to 90 as steepness increases.
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