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3D Vector Components using Angle of Projection

11-26-2007, 10:05 PM#1
xombie
By angle of projection, I mean the 3-dimensional angle that the vector "follows", if that is clear at all.

I know that to find the angle of projection given 3 coordinates (3D vector) the equation is:
Atan2(dz,SquareRoot(dx*dx+dy*dy+0.1))

However, say you have this angle, the question would be how do you find 'dx', 'dy', and 'dz'?
11-26-2007, 10:17 PM#2
HINDYhat
Quote:
Originally Posted by iNfraNe
you must transform your usage of spherical/polar(in case of 2d) coordinates (explained here) to real coordinates:

angle a1 = angle from xyplane to z axis (angle of attack)
angle a2 = angle in the xy plane (direction)
speed = total speed

speedx = CosBJ(a1)*CosBJ(a2)*speed
speedy = CosBJ(a1)*SinBJ(a2)*speed
speedz = SinBJ(a1)*speed

You're welcome.