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@ -282,7 +282,7 @@ RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) |
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) |
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{ |
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float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x); |
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return result; |
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} |
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@ -549,12 +549,12 @@ RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) |
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RMAPI float Vector3Angle(Vector3 v1, Vector3 v2) |
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{ |
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float result = 0.0f; |
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Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; |
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float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); |
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float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); |
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result = atan2f(len, dot); |
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return result; |
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} |
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@ -1490,8 +1490,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q) |
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{ |
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Quaternion result = q; |
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float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); |
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float lengthSq = length*length; |
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float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; |
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if (lengthSq != 0.0) |
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{ |
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