Distance between two points P0 (x0,y0) and P1 (x1,y1):
A = x1 - x0 B = y1 - y0 (x1-x0)*(x1-x0) + (y1-y0)*(y1-y0) = C*C dist = C = sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0))
Distance between two 3D points P0 (x0,y0,z0) and P1 (x1,y1,z1):
dist = Mathf.Sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0) + (z1-z0)*(z1-z0));
Sqrt is considered an expensive (i.e. slow) function
Avoid using it if you can
For example, to determine which of 2 points (P1 or P2) is closer to point P0:
dist1 = (x1-x0)*(x1-x0) + (y1-y0)*(y1-y0) + (z1-z0)*(z1-z0)
dist2 = (x2-x0)*(x2-x0) + (y2-y0)*(y2-y0) + (z2-z0)*(z2-z0)
if (dist1 < dist2)
P1 is closer
else
P2 is closer
sin(A) = opposite / hypotenuse cos(A) = adjacent / hypotenuse tan(A) = opposite / adjacent
or
opposite = hypotenuse * sin(A) adjacent = hypotenuse * cos(a)
x = radius * cos(A) y = radius * sin(A)
Standard math library functions use radians
360 degrees = 1 full circle = 2 π radians
(Circumference of unit circle = 2 π)
radians = degrees / 360.0 * 2 * pi
or
radians = degrees / 180.0 * pi
(or use Python's pre-defined functions math.radians(d) and math.degrees(r))
vertices = Array();
for (var degrees=0; degrees < 360; degrees++)
{
angleInRadians = degrees * Mathf.Deg2Rad;
x = Mathf.Cos(angleInRadians) * radius;
y = Mathf.Sin(angleInRadians) * radius;
vertices.push(Vector3(x,y,0));
}
Vehicle has direction and speed of travel
Direction is orientation - rotation about Z
To move forward:
distance = speed * time;
dx = Mathf.Cos(direction) * distance;
dy = Mathf.Sin(direction) * distance;
x = x + dx;
y = y + dy;
atan2 converts from (X,Y) coordinates back to angles
Note: it takes arguments in the order Y, X
angle = Mathf.Atan2(y,x) * Mathf.Rad2Deg;
Deriving a value for something from two pre-defined values (extremes)
e.g. Moving object from one position to another, over time

Interpolation expressed as fractional distance between the two extremes
Ranges from 0.0 to 1.0
0.0 = first point; 1.0 = second point

For a single value, with extremes V0 & V1 and interpolation fraction A:
V = (1 - A) * V0 + A * V1
For multiple values, such as XYZ position, use the same fraction A for all:
X = (1 - A) * X0 + A * X1
Y = (1 - A) * Y0 + A * Y1
Z = (1 - A) * Z0 + A * Z1
To interpolate over time, compute interpolation fraction based on the amount of time that has passed.
Example:
function startAnimation()
{
animating = true;
startTime = Time.time;
duration = 5;
}
function computeAnimation()
{
if (animating)
{
t = Time.time - startTime;
if (t <= duration)
a = t / duration;
else
{
animating = false;
a = 1;
}
x = (1-a)*startX + a*endX;
y = (1-a)*startY + a*endY;
z = (1-a)*startZ + a*endZ;
}
}
| Linear | Slow-in Slow-out |
|---|---|
![]() | ![]() |
| X = t | X = -2*t*t*t + 3*t*t |
A2 = -2*A*A*A + 3*A*A V = (1-A2) * V0 + A2 * V1
Mathf.Approximately(a,b)
