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Using atan2 to find an angle between two points

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I'm trying to find the angle aimDirection with this code.


aimDirection = atan2(mouseY - vertical centre of box, mouseX - horizontal centre of box) * 180 / pi; // what I'm doing in english



aimDirection = atan2((double)(mouseY - hitBox.y + (hitBox.h / 2)), (double)(mouseX - hitBox.x + (hitBox.w / 2))) * 180 / M_PI; // actual code


I thought you could use atan2 like so to find an angle, maybe I'm wrong.


angle = atan2(y2 - y1, x2 - x1) * 180 / pi.


I don't know how to describe the situation clearly so I made a pretty picture instead.

WfQMZ.png

But the angle is never what I expect (depending on where I move my mouse vs the middle of the box) when I run the program.

(Sorry if I don't reply till tomorrow, it's getting late and I don't want to be drowsy for school wink.png)

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What exactly is happening?

One possible issue I see might be the order of operations of your relative vector calculation. If the center of your hit box is calculated as (rect.position + rect.size/2) then what you are actually doing in your call to atan2 is not correct. Consider the case of a hit box at (1,1) and sized (2,6). The center of the hitbox will be at (2,4). Now, consider a mouse location at, say, (4,4). Logically, the vector (mouse.position-hitbox.center) would be (2,0). But the vector you are calculating with (mouseY-hitBox.y+(hitbox.h/2), mouseX-hitBox.x+(hitbox.w/2) is not equal to (2,0). It's equal to (4-1+1, 4-1+3), or (4,6). You see? It's the order of operations. What you want is (A-(B+C)) but what you are doing is (A-B+C), which is not the same.



So try parenthesizing to get the correct order of operations atan2(mouseY-(hitbox.y+hitbox.h/2), mouseX-(hitbox.x+hitbox.w/2)) and see if that makes any difference.

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In addition, consider if you even need angles at all. Perhaps the aim direction vector (a normalised vector from the box to the mouse) is all you actually need?

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