actionscript-3,geometry,displayobject,angles

const radiance:Number=180/Math.PI; angle=-(Math.atan2(mouseX-panel.x, mouseY-panel.y))*radiance; I used minus because usually the orientation is reverse when you don't add minus. hope this helps....

I'm not entirely sure if you are hung up on the syntax or the algorithmic part of this problem. I figure the syntax is simpler to look up so I will offer the simple calculation. Your tuple will be calculated using the lua math functions: math.rad, math.cos, math.sin {math.cos(math.rad(degrees)), math.sin(math.rad(degrees))}...

You can use the modulus operation. With integers this is the % operator, with floats you can use std::fmod // \brief Calculates the sum of two angles // \param[in] a First angle [degrees] // \param[in] b Second angle [degrees] // \return Sum of two angles [degrees, [0, 360)] double AddAngles(double...

You could Add 180 and divide by 2 as @High Performance Mark suggests for your specific problem or here is a generalized version of it based on This post. This equation holds good for any limits I have written a simple function based on the equation: function [out] = normalizeLim(...

local function Rotate(X, Y, alpha) local c, s = math.cos(math.rad(alpha)), math.sin(math.rad(alpha)) local t1, t2, t3 = X[1]*s, X[2]*s, X[3]*s X[1], X[2], X[3] = X[1]*c+Y[1]*s, X[2]*c+Y[2]*s, X[3]*c+Y[3]*s Y[1], Y[2], Y[3] = Y[1]*c-t1, Y[2]*c-t2, Y[3]*c-t3 end local function convert_rotations(Yaw, Pitch, Roll) local F, L, T = {1,0,0}, {0,1,0}, {0,0,1} Rotate(F, L, Yaw)...