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XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 2 ■ SETTING UP DIFFERENT CAMERA MODES IN YOUR 3D WORLD
71
leftrightRotangle.Figure2-5showstheXZplanecontainingthecameraandthetarget.The
diagonal line is the direction the camera is facing, and the X and Z lines are simply the X and
Zcomponentsofthatvector.Inatrianglewitha90-degreeangle,ifyouwanttofindtheangle
of a corner, all you need to do is take the arctangent of the side opposite the corner, divided by
theshortestsidenexttothecorner.Inthiscase,thiscomesdowntoXdividedbyZ.TheAtan2
function allows you to specify both values instead of their division, because this removes an
ambiguity. ...
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Publisher Resources

ISBN: 9781430218555Purchase Link