I have two points with x,y, and z coordinates in 3d space. How can I derive the separate angles of the x,y, and z axes?<BR><BR>In case you're curious, I have a direct3d assignment, and I already have ...
A full turn around a point equals 360º. If a full turn equals 360º, then the sum of the angles around a point must also be 360º. When you calculate angles around a point, you can use this fact to find ...
A full turn around a point equals 360º. If a full turn equals 360º, then the sum of the angles around a point must also be 360º. When you calculate angles around a point, you can use this fact to find ...
Some quick background:<BR><BR>I'm making a Scorched Earth type of game and I've finally figured out (with the help of a lot of you guys) how to calculate the ballistic trajectory factoring in wind and ...