Click or drag to resize

MathSignedAngleBetween Method

a and b are the vectors for which you want to calculate an angle, n would be the normal of your plane to determine what you would call "clockwise/counterclockwise" If you imagine the from and to vectors as lines on a piece of paper, both originating from the same point, then the axis vector would point up out of the paper.The measured angle between the two vectors would be positive in a clockwise direction and negative in an anti-clockwise direction.

Namespace:  ImmerseSDK
Assembly:  ImmerseSDK.App (in ImmerseSDK.App.dll) Version: 3.9.0.0 (3.9.0.0)
Syntax
C#
public static float SignedAngleBetween(
	UnityEngine.Vector3 a,
	UnityEngine.Vector3 b,
	UnityEngine.Vector3 n
)

Parameters

a
Type: UnityEngine.Vector3
a vector
b
Type: UnityEngine.Vector3
another vector
n
Type: UnityEngine.Vector3
the normal of your plane to determine what you would call "clockwise/counterclockwise"

Return Value

Type: Single
See Also