For a game I'm making, I want 3 ships which will all race around the map following a collection of points. It works perfectly fine, except for one point in the map, where the ships decide to rotate almost 360 degrees counter clockwise even though only 10 degrees clockwise should be enough.
The code for calculating the rotation:
vec2 distance = *desiredPosition - position;
float rot = atan2(distance.y, distance.x);
rot = rot * 180.f / PI + 90.f;
if (rot < angle)
{
angle -= dAngle;
boat->RotateImage(-dAngle);
}
if (rot > angle)
{
angle += dAngle;
boat->RotateImage(dAngle);
}
velocity += vec2(acceleration * cos((angle - 90) * PI / 180.0), acceleration * sin((angle - 90) * PI / 180.0));
How do I ensure it won't rotate in the wrong direction there?
Thanks to Richard Byron (accepted answer below), the problem is fixed. Taking the dot product is better than using degrees.
The final code:
vec2 distance = desiredPosition - position;
normal = vec2(sin((angle - 90) * PI / 180.0), cos((angle - 90) * PI / 180.0) * -1);
float dir = normal.x * distance.x + normal.y * distance.y;
//turn
if (dir > 0)
{
angle -= dAngle;
boat->RotateImage(-dAngle);
}
if (dir < 0)
{
angle += dAngle;
boat->RotateImage(dAngle);
}
velocity += vec2(acceleration * cos((angle - 90) * PI / 180.0), acceleration * sin((angle - 90) * PI / 180.0));