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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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