hi,
Sorry if go straight to the question and don't use the right (correct me if necessary)
Im' working with normalized vectors (x,y,z) in 3d game programming. It shows the amount of x, y and z when moving 1 unit in the 3d world
I remember this formula to find the : arcsin ( y / h) = angle (with h = 1 and y the normalized opposite )
Now, imagine there's also z , indicating the height. H still worth 1 , but now, how much y is affected by a z value ?
My question : how can i compute the same angle but taking account the z value?
i hope it's clear :/
Sorry if go straight to the question and don't use the right (correct me if necessary)
Im' working with normalized vectors (x,y,z) in 3d game programming. It shows the amount of x, y and z when moving 1 unit in the 3d world
I remember this formula to find the : arcsin ( y / h) = angle (with h = 1 and y the normalized opposite )
Now, imagine there's also z , indicating the height. H still worth 1 , but now, how much y is affected by a z value ?
My question : how can i compute the same angle but taking account the z value?
i hope it's clear :/