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@ -306,24 +306,33 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) |
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return result; |
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} |
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// Calculate angle from two vectors |
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// Calculate angle between two vectors |
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// NOTE: Angle is calculated from origin point (0, 0) |
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) |
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{ |
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float result = atan2f(v2.y - v1.y, v2.x - v1.x); |
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return result; |
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} |
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// Calculate angle defined by a two vectors line |
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// NOTE: Parameters need to be normalized |
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// Current implementation should be aligned with glm::angle |
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) |
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RMAPI float Vector2LineAngle(Vector2 start, Vector2 end) |
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{ |
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float result = 0.0f; |
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float dot = v1.x*v2.x + v1.y*v2.y; // Dot product |
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float dot = start.x*end.x + start.y*end.y; // Dot product |
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float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp |
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float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp |
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if (dotClamp > 1.0f) dotClamp = 1.0f; |
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result = acosf(dotClamp); |
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// Alternative implementation, more costly |
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//float v1Length = sqrtf((v1.x*v1.x) + (v1.y*v1.y)); |
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//float v2Length = sqrtf((v2.x*v2.x) + (v2.y*v2.y)); |
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//float result = -acosf((v1.x*v2.x + v1.y*v2.y)/(v1Length*v2Length)); |
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//float v1Length = sqrtf((start.x*start.x) + (start.y*start.y)); |
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//float v2Length = sqrtf((end.x*end.x) + (end.y*end.y)); |
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//float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length)); |
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return result; |
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} |
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