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/*******************************************************************************************
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*
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* raylib [shapes] example - Vector Angle
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*
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* Example originally created with raylib 1.0, last time updated with raylib 4.6
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [math] example - vector angle");
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Vector2 v0 = { screenWidth/2, screenHeight/2 };
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Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
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Vector2 v2 = { 0 }; // Updated with mouse position
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float angle = 0.0f; // Angle in degrees
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int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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float startangle = 0.0f;
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if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
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if (angleMode == 1) startangle = 0.0f;
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v2 = GetMousePosition();
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if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
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if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
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if (angleMode == 0)
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{
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// Calculate angle between two vectors, considering a common origin (v0)
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Vector2 v1Normal = Vector2Normalize(Vector2Subtract(v1, v0));
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Vector2 v2Normal = Vector2Normalize(Vector2Subtract(v2, v0));
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angle = Vector2Angle(v1Normal, v2Normal)*RAD2DEG;
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}
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else if (angleMode == 1)
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{
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// Calculate angle defined by a two vectors line, in reference to horizontal line
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angle = Vector2LineAngle(v0, v2)*RAD2DEG;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (angleMode == 0)
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{
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DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
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DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
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DrawLineEx(v0, v1, 2.0f, BLACK);
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DrawLineEx(v0, v2, 2.0f, RED);
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DrawCircleSector(v0, 40.0f, startangle, startangle + angle, 32, Fade(GREEN, 0.6f));
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}
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else if (angleMode == 1)
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{
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DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
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DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
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DrawLineEx(v0, v2, 2.0f, RED);
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DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
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}
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DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
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// If the line from v0 to v1 would overlap the text, move it's position up 10
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if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", v1.x, v1.y-10.0f, 10, DARKGRAY);
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if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
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// If angle mode 1, use v1 to emphasize the horizontal line
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if (angleMode == 1) DrawText("v1", v0.x + 40.0f, v0.y, 10, DARKGRAY);
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// position adjusted by -10 so it isn't hidden by cursor
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DrawText("v2", v2.x-10.0f, v2.y-10.0f, 10, DARKGRAY);
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DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
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DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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