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moving in 3D

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HI
I've two positions, one is nearer than the other in z. Both have
different x. Now how should I turn them together?

-----------

double theta = (double) heading * 3.14 / 180.0;

SourcesPos[i][0] = -float(cos(theta)); //not ok if i do: -0.2

SourcesPos[i][1] = -float(rand()%2);

SourcesPos[i][2] = -float(sin(theta)) //not ok if i do +0.7

---------
Many thanks
Michael

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On May 25, 11:56=A0am, Mike <michael.sg...@gmail.com> wrote:
> HI
> I've two positions, one is nearer than the other in z. Both have
> different x. Now how should I turn them together?
>
> -----------
>
> double theta =3D (double) heading * 3.14 / 180.0;
>
> SourcesPos[i][0] =3D -float(cos(theta)); //not ok if i do: -0.2
>
> SourcesPos[i][1] =3D -float(rand()%2);
>
> SourcesPos[i][2] =3D -float(sin(theta)) //not ok if i do +0.7

Huh? Mike, maybe someone smarter gets what you are doing, i don't.

4dfd#

There it eventually describes how to post in a way so we can help
you.


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it works but not if i move a source away either in z or x axis.

 0

On 5/25/2010 7:34 AM, Mike wrote:
> it works but not if i move a source away either in z or x axis.

I think you're lacking proper algorithm, for which you can seek help in
the 'comp.programming' NG or the 'sci.math.*' hierarchy.  When you have
a question on the C++ *language*, come back and ask it.

V
--

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HI I've two positions, one is nearer than the other in z. Both have different x. Now how should I turn them together? ----------- double theta = (double) heading * 3.14 / 180.0; SourcesPos[i][0] = -float(cos(theta)); //not ok if i do: -0.2 SourcesPos[i][1] = -float(rand()%2); SourcesPos[i][2] = -float(sin(theta)) //not ok if i do +0.7 --------- it's ok as long as i don't move one source away like +0.2 it gets messed up. But i need to get one source more to the left and back but moving sincronously. Many thanks Michael ...

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