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| author | Ray <[email protected]> | 2023-02-01 11:18:55 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-02-01 11:18:55 +0100 |
| commit | a151cbd37ace03a377fd582a29f660dd0ea9f97a (patch) | |
| tree | d2e87ffae322105cb8becc71f583209fa6584d7e /src/raymath.h | |
| parent | 89171a26083da40a3a78dc0f1dee466542ed7668 (diff) | |
| download | raylib-a151cbd37ace03a377fd582a29f660dd0ea9f97a.tar.gz raylib-a151cbd37ace03a377fd582a29f660dd0ea9f97a.zip | |
ADDED: `Vector2LineAngle()` #2887
REVIEWED: `Vector2Angle()`
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 23 |
1 files changed, 16 insertions, 7 deletions
diff --git a/src/raymath.h b/src/raymath.h index eb244ad4..96c24184 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -306,24 +306,33 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) return result; } -// Calculate angle from two vectors +// Calculate angle between two vectors +// NOTE: Angle is calculated from origin point (0, 0) +RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) +{ + float result = atan2f(v2.y - v1.y, v2.x - v1.x); + + return result; +} + +// Calculate angle defined by a two vectors line // NOTE: Parameters need to be normalized // Current implementation should be aligned with glm::angle -RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) +RMAPI float Vector2LineAngle(Vector2 start, Vector2 end) { float result = 0.0f; - float dot = v1.x*v2.x + v1.y*v2.y; // Dot product + float dot = start.x*end.x + start.y*end.y; // Dot product - float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp + float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp if (dotClamp > 1.0f) dotClamp = 1.0f; result = acosf(dotClamp); // Alternative implementation, more costly - //float v1Length = sqrtf((v1.x*v1.x) + (v1.y*v1.y)); - //float v2Length = sqrtf((v2.x*v2.x) + (v2.y*v2.y)); - //float result = -acosf((v1.x*v2.x + v1.y*v2.y)/(v1Length*v2Length)); + //float v1Length = sqrtf((start.x*start.x) + (start.y*start.y)); + //float v2Length = sqrtf((end.x*end.x) + (end.y*end.y)); + //float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length)); return result; } |
