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Question by HHammerite · Jun 07, 2018 at 01:46 PM · scripting problemvector3quaterniondirection

How to calculate order of directions relative to world forward around point?

I need to work out how to order a list of directions in a clockwise order around a point. This should start from the world forward point as a reference/cutoff. alt text

This illustration shows how the directions should be ordered - in a clockwise direction. I already have this working to some degree however it presents some issues when the two directions are parallel.

 Quaternion.FromToRotation(Vector3.forward, directionX).eulerAngles.y;

Then put the results into an ordered list using the key as the Y value. If anyone has other methods it would be very helpful.

directioncalculationillustration.png (18.9 kB)
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Answer by Bunny83 · Jun 07, 2018 at 04:25 PM

You can simply use the Vector3.SignedAngle method. Just pass your forward direction, your direction you want to test and your up direction. It will give you a signed angle that you can use to order the directions. To get an angle in the range of 0 to 360 you would do

 float angle = Vector3.SignedAngle(transform.forward, dir, transform.up);
 if (angle <0)
     angle +=360;



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