f

#### moving in 3D

```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
```
 0
Mike
5/25/2010 8:56:13 AM
comp.lang.c++ 49423 articles. 5 followers.

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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.

```
 0
ISO
5/25/2010 10:01:27 AM
```it works but not if i move a source away either in z or x axis.
```
 0
Mike
5/25/2010 11:34:39 AM
```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
--
```
 0
Victor
5/25/2010 12:42:28 PM

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