calculating distance between points returns Nan...

Hey guys,

hoping someone can assist me in figuring out what I’ve done wrong with my math. It should be correct. below is the code block where I find the distance between two static points in pixels, and a touchPoint(where the player touches the screen also in pixels).

for some reason the calculation returns NaN in most cases, and I can’t figure out if I’ve structured the calculation wrong or if there is something else going on.

private float FindLengths(Vector2 objectCenter, Vector2 centerOutside, Vector2 touchPoint){
		Debug.Log (objectCenter + " : " + centerOutside + " : " + touchPoint);
		float distanceOT = Mathf.Sqrt(Mathf.Pow((objectCenter.x - touchPoint.x), 2) - Mathf.Pow((objectCenter.y - touchPoint.y), 2));
		float distanceCT = Mathf.Sqrt(Mathf.Pow((centerOutside.x - touchPoint.x), 2) - Mathf.Pow((centerOutside.y - touchPoint.y), 2));
		Debug.Log (distanceCT + " : " + distanceOT);
		return FindLargestAngle (distanceOT, distanceCT);
	}

Sorry about the formatting, couldn’t figure out how to get the code block to format properly. Hope its readable. objectCenter is the middle of the object. centerOutside is the point aligned with center on the radius of the interactable space, touchPoint is where the player has actually touched the screen.

originally i had tried returning Mathf.Abs for both calculations thinking it was negative values giving issues with later calculations, but it doesn’t seem to make a difference.

As always any insights would be greatly appreciated.

… So I found the issue. I was subtracting the x and y products instead of adding. the correction is shown below.

private float FindLengths(Vector2 objectCenter, Vector2 centerOutside, Vector2 touchPoint){
		Debug.Log (objectCenter + " : " + centerOutside + " : " + touchPoint);
		float distanceOT = Mathf.Sqrt(Mathf.Pow((objectCenter.x - touchPoint.x), 2) + Mathf.Pow((objectCenter.y - touchPoint.y), 2));
		float distanceCT = Mathf.Sqrt(Mathf.Pow((centerOutside.x - touchPoint.x), 2) + Mathf.Pow((centerOutside.y - touchPoint.y), 2));
		Debug.Log (distanceCT + " : " + distanceOT);
		return FindLargestAngle (distanceOT, distanceCT);
	}

answered… simply math issue.