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REVIEWED: `Vector2Angle()`

pull/3155/head
Ray 1 year ago
parent
commit
225b4fb3e2
2 changed files with 4 additions and 12 deletions
  1. +1
    -3
      examples/others/raymath_vector_angle.c
  2. +3
    -9
      src/raymath.h

+ 1
- 3
examples/others/raymath_vector_angle.c View File

@ -78,9 +78,7 @@ int main(void)
DrawLineEx(v0, v2, 2.0f, RED);
float startangle = 90 - Vector2LineAngle(v0, v1)*RAD2DEG;
DrawCircleSector(v0, 40.0f, startangle, angle + startangle, 32, Fade(GREEN, 0.6f));
//DrawCircleSector(v0, 40.0f, 90 - Vector2LineAngle(v0, v1)*RAD2DEG, angle, 32, Fade(GREEN, 0.6f));
DrawCircleSector(v0, 40.0f, startangle, startangle + angle - 360.0f*(angle > 180.0f), 32, Fade(GREEN, 0.6f));
}
else if (angleMode == 1)
{

+ 3
- 9
src/raymath.h View File

@ -316,15 +316,9 @@ RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = 0.0f;
float dot = v1.x*v2.x + v1.y*v2.y; // Dot product
float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp
if (dotClamp > 1.0f) dotClamp = 1.0f;
result = acosf(dotClamp);
// Alternative implementation, more costly
//float v1Length = sqrtf((v1.x*v1.x) + (v1.y*v1.y));
//float v2Length = sqrtf((v2.x*v2.x) + (v2.y*v2.y));
//result = -acosf((v1.x*v2.x + v1.y*v2.y)/(v1Length*v2Length));
float dot = v1.x*v2.x + v1.y*v2.y;
float det = v1.x*v2.y - v1.y*v2.x;
result = -atan2f(det, dot);
return result;
}

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