Fixed functions Vector2Angle and Vector3Angle (#2203)
* Fixed functions Vector2Angle and Vector3Angle * typo * Unrolled everything.
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@ -99,7 +99,8 @@
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#if !defined(RL_VECTOR2_TYPE)
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// Vector2 type
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//
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type
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typedef struct Vector2 {
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float x;
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float y;
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@ -278,13 +279,11 @@ RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
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return result;
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}
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// Calculate angle from two vectors in X-axis
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// Calculate angle from two vectors
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
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{
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float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x);
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if (result < 0) result += 2 * PI;
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return result;
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}
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@ -532,18 +531,14 @@ RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
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return result;
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}
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// Calculate angle between two vectors in XY and XZ
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RMAPI Vector2 Vector3Angle(Vector3 v1, Vector3 v2)
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// Calculate angle between two vectors
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RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
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{
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Vector2 result = { 0 };
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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result.x = atan2f(dx, dz); // Angle in XZ
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result.y = atan2f(dy, sqrtf(dx*dx + dz*dz)); // Angle in XY
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Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
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float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
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float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
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float result = atan2f(len, dot);
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return result;
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}
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