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### #ActualMedo3337

Posted 18 May 2013 - 07:33 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

I should change the following line:

float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

To:

float t = GetRandMinMax( A, B );


How do I calculate A and B based on the velocity (direction)?

### #3Medo3337

Posted 18 May 2013 - 07:31 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

I should change the following line:

float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

To:

float t = GetRandMinMax( A, B );


### #2Medo3337

Posted 18 May 2013 - 07:30 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

I should change the following line:

float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

To:

float t = GetRandMinMax( A, B );


### #1Medo3337

Posted 18 May 2013 - 07:29 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

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