|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shapes] example - vector angle | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★☆☆] 2/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 1.0, last time updated with raylib 5.0 | 
						
						
							|  | * | 
						
						
							|  | *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | 
						
						
							|  | *   BSD-like license that allows static linking with closed source software | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2023-2025 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #include "raymath.h"        // Required for: Vector2LineAngle() | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |      | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle"); | 
						
						
							|  | 
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							|  |     Vector2 v0 = { screenWidth/2, screenHeight/2 }; | 
						
						
							|  |     Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f }); | 
						
						
							|  |     Vector2 v2 = { 0 };             // Updated with mouse position | 
						
						
							|  |  | 
						
						
							|  |     float angle = 0.0f;             // Angle in degrees | 
						
						
							|  |     int angleMode = 0;              // 0-Vector2Angle(), 1-Vector2LineAngle() | 
						
						
							|  |  | 
						
						
							|  |     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     // Main game loop | 
						
						
							|  |     while (!WindowShouldClose())    // Detect window close button or ESC key | 
						
						
							|  |     { | 
						
						
							|  |         // Update | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         float startangle = 0.0f; | 
						
						
							|  | 
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							|  |         if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG; | 
						
						
							|  |         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) | 
						
						
							|  |         { | 
						
						
							|  |             // Calculate angle between two vectors, considering a common origin (v0) | 
						
						
							|  |             Vector2 v1Normal = Vector2Normalize(Vector2Subtract(v1, v0)); | 
						
						
							|  |             Vector2 v2Normal = Vector2Normalize(Vector2Subtract(v2, v0)); | 
						
						
							|  | 
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							|  |             angle = Vector2Angle(v1Normal, v2Normal)*RAD2DEG; | 
						
						
							|  |         } | 
						
						
							|  |         else if (angleMode == 1) | 
						
						
							|  |         { | 
						
						
							|  |             // Calculate angle defined by a two vectors line, in reference to horizontal line | 
						
						
							|  |             angle = Vector2LineAngle(v0, v2)*RAD2DEG; | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             if (angleMode == 0) | 
						
						
							|  |             { | 
						
						
							|  |                 DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK); | 
						
						
							|  |                 DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY); | 
						
						
							|  | 
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							|  |                 DrawLineEx(v0, v1, 2.0f, BLACK); | 
						
						
							|  |                 DrawLineEx(v0, v2, 2.0f, RED); | 
						
						
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							|  |                 DrawCircleSector(v0, 40.0f, startangle, startangle + angle, 32, Fade(GREEN, 0.6f)); | 
						
						
							|  |             } | 
						
						
							|  |             else if (angleMode == 1) | 
						
						
							|  |             { | 
						
						
							|  |                 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); | 
						
						
							|  |                 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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							|  |             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 | 
						
						
							|  |             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); | 
						
						
							|  | 
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							|  |             // If angle mode 1, use v1 to emphasize the horizontal line | 
						
						
							|  |             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 | 
						
						
							|  |             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); | 
						
						
							|  |             DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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