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Hotfix for Vector2LineAngle(), should probably be reviewed along with the rest of raylib angle functions to determine what coordinate system we want. (#3394)

pull/3395/head
Murlocohol il y a 1 an
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révision
f0d949f931
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2 fichiers modifiés avec 40 ajouts et 21 suppressions
  1. +36
    -20
      examples/others/raymath_vector_angle.c
  2. +4
    -1
      src/raymath.h

+ 36
- 20
examples/others/raymath_vector_angle.c Voir le fichier

@ -2,7 +2,7 @@
*
* raylib [shapes] example - Vector Angle
*
* Example originally created with raylib 1.0, last time updated with raylib 4.2
* Example originally created with raylib 1.0, last time updated with raylib 4.6
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
@ -10,7 +10,7 @@
* Copyright (c) 2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
@ -28,7 +28,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [math] example - vector angle");
Vector2 v0 = { screenWidth/2, screenHeight/2 };
Vector2 v1 = { 100.0f, 80.0f };
Vector2 v1 = n">Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
Vector2 v2 = { 0 }; // Updated with mouse position
float angle = 0.0f; // Angle in degrees
@ -42,21 +42,29 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
float startangle;
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
if (angleMode == 1) startangle = 0.0f;
v2 = GetMousePosition();
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
if (angleMode == 0)
{
// Calculate angle between two vectors, considering a common origin (v0)
v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
v2 = GetMousePosition();
angle = Vector2Angle(Vector2Normalize(Vector2Subtract(v1, v0)), Vector2Normalize(Vector2Subtract(v2, v0)))*RAD2DEG;
Vector2 v1Normal = Vector2Normalize(Vector2Subtract(v1, v0));
Vector2 v2Normal = Vector2Normalize(Vector2Subtract(v2, v0));
angle = Vector2Angle(v1Normal, v2Normal)*RAD2DEG;
}
else if (angleMode == 1)
{
// Calculate angle defined by a two vectors line, in reference to horizontal line
v1 = (Vector2){ screenWidth/2, screenHeight/2 };
v2 = GetMousePosition();
angle = Vector2LineAngle(v1, v2)*RAD2DEG;
angle = Vector2LineAngle(v0, v2)*RAD2DEG;
}
//----------------------------------------------------------------------------------
@ -66,32 +74,40 @@ int main(void)
ClearBackground(RAYWHITE);
if (angleMode == 0) DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
DrawText("v2", v2.x, v2.y, 10, DARKGRAY);
if (angleMode == 0)
{
DrawText("MODE: Angle between V1 and V2", 10, 10, 20, BLACK);
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
DrawLineEx(v0, v1, 2.0f, BLACK);
DrawLineEx(v0, v2, 2.0f, RED);
float startangle = 90 - Vector2LineAngle(v0, v1)*RAD2DEG;
DrawCircleSector(v0, 40.0f, startangle, startangle + angle - 360.0f*(angle > 180.0f), 32, Fade(GREEN, 0.6f));
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
}
else if (angleMode == 1)
{
DrawText("MODE: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
DrawLineEx(v1, v2, 2.0f, RED);
DrawLineEx(v0, v2, 2.0f, RED);
DrawCircleSector(v1, 40.0f, 90.0f, 180 - angle - 90, 32, Fade(GREEN, 0.6f));
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
}
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
// If the line from v0 to v1 would overlap the text, move it's position up 10
if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", v1.x, v1.y-10.0f, 10, DARKGRAY);
if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
// If angle mode 1, use v1 to emphasize the horizontal line
if (angleMode == 1) DrawText("v1", v0.x + 40.0f, v0.y, 10, DARKGRAY);
// position adjusted by -10 so it isn't hidden by cursor
DrawText("v2", v2.x-10.0f, v2.y-10.0f, 10, DARKGRAY);
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 40, 20, LIME);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
EndDrawing();
//----------------------------------------------------------------------------------

+ 4
- 1
src/raymath.h Voir le fichier

@ -323,6 +323,8 @@ RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
float dot = v1.x*v2.x + v1.y*v2.y;
float det = v1.x*v2.y - v1.y*v2.x;
// TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
result = -atan2f(det, dot);
return result;
@ -335,7 +337,8 @@ RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
{
float result = 0.0f;
result = atan2f(end.y - start.y, end.x - start.x);
// TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
result = -atan2f(end.y - start.y, end.x - start.x);
return result;
}

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