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ADDED: `Vector2LineAngle()` #2887

REVIEWED: `Vector2Angle()`
pull/2903/head
Ray 2 lat temu
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a151cbd37a
1 zmienionych plików z 16 dodań i 7 usunięć
  1. +16
    -7
      src/raymath.h

+ 16
- 7
src/raymath.h Wyświetl plik

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

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