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#ActualMedo3337

Posted 18 May 2013 - 06:59 AM

Let me make it more clear

 

 

I have this function:

D3DXVECTOR3 GetRandomVector(D3DXVECTOR3 velocity)
{
    D3DXVECTOR3 vVector;

    // Pick a random Z between -1.0f and 1.0f.
    vVector.z = GetRandMinMax( -1.0f, 1.0f );

    // Get radius of this circle
    float radius = (float)sqrt(1 - vVector.z * vVector.z);

    // Pick a random point on a circle.
    float t = GetRandMinMax( -D3DX_PI, D3DX_PI ); // I THINK THIS LINE SHOULD BE MODIFIED TO PICK A POINT LIMITED TO QUARTER OF THE CIRCLE (According to the direction of D3DXVECTOR3 velocity)

    // Compute matching X and Y for our Z.
    vVector.x = (float)cosf(t) * radius;
    vVector.y = (float)sinf(t) * radius;

    return vVector;
}

 

In the above method, the random vector is anywhere on the circle between (-D3DX_PI, D3DX_PI) I want to limit the random number to be only quarter of the circle based on the direction of D3DXVECTOR3 velocity.


#3Medo3337

Posted 18 May 2013 - 06:58 AM

Let me make it more clear

 

 

I have this function:

D3DXVECTOR3 GetRandomVector(D3DXVECTOR3 velocity)
{
    D3DXVECTOR3 vVector;

    // Pick a random Z between -1.0f and 1.0f.
    vVector.z = GetRandMinMax( -1.0f, 1.0f );

    // Get radius of this circle
    float radius = (float)sqrt(1 - vVector.z * vVector.z);

    // Pick a random point on a circle.
    float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

    // Compute matching X and Y for our Z.
    vVector.x = (float)cosf(t) * radius;
    vVector.y = (float)sinf(t) * radius;

    return vVector;
}

 

In the above method, the random vector is anywhere on the circle between (-D3DX_PI, D3DX_PI) I want to limit the random number to be only quarter of the circle based on the direction of D3DXVECTOR3 velocity.


#2Medo3337

Posted 18 May 2013 - 06:58 AM

Let me make it more clear

 

 

I have this function:

D3DXVECTOR3 GetRandomVector(D3DXVECTOR3 velocity)
{
    D3DXVECTOR3 vVector;

    // Pick a random Z between -1.0f and 1.0f.
    vVector.z = GetRandomMinMax( -1.0f, 1.0f );

    // Get radius of this circle
    float radius = (float)sqrt(1 - vVector.z * vVector.z);

    // Pick a random point on a circle.
    float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

    // Compute matching X and Y for our Z.
    vVector.x = (float)cosf(t) * radius;
    vVector.y = (float)sinf(t) * radius;

    return vVector;
}

 

In the above method, the random vector is anywhere on the circle between (-D3DX_PI, D3DX_PI) I want to limit the random number to be only quarter of the circle based on the direction of D3DXVECTOR3 velocity.


#1Medo3337

Posted 18 May 2013 - 06:42 AM

Let me make it more clear

 

 

I have this function:

 

 

D3DXVECTOR3 GetRandomVector(D3DXVECTOR3 velocity)
{
    D3DXVECTOR3 vVector;

    // Pick a random Z between -1.0f and 1.0f.
    vVector.z = GetRandomMinMax( -1.0f, 1.0f );

    // Get radius of this circle
    float radius = (float)sqrt(1 - vVector.z * vVector.z);

    // Pick a random point on a circle.
    float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

    // Compute matching X and Y for our Z.
    vVector.x = (float)cosf(t) * radius;
    vVector.y = (float)sinf(t) * radius;


return vVector;
}

In the above method, the random vector is anywhere on the circle between (-D3DX_PI, D3DX_PI) I want to limit the random number to be only quarter of the circle based on the direction of D3DXVECTOR3 velocity.


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