Reviewed vector2angle example

This commit is contained in:
Ray 2023-07-02 20:05:15 +02:00
parent e8af875756
commit fdc28fce80
2 changed files with 7 additions and 5 deletions

View File

@ -49,7 +49,7 @@ int main(void)
// Calculate angle between two vectors, considering a common origin (v0)
v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
v2 = GetMousePosition();
angle = 90 - Vector2LineAngle(v0, v2)*RAD2DEG;
angle = Vector2Angle(Vector2Normalize(Vector2Subtract(v1, v0)), Vector2Normalize(Vector2Subtract(v2, v0)))*RAD2DEG;
}
else if (angleMode == 1)
{
@ -77,7 +77,10 @@ int main(void)
DrawLineEx(v0, v1, 2.0f, BLACK);
DrawLineEx(v0, v2, 2.0f, RED);
DrawCircleSector(v0, 40.0f, 90 - Vector2LineAngle(v0, v1)*RAD2DEG, angle, 32, Fade(GREEN, 0.6f));
float startangle = 90 - Vector2LineAngle(v0, v1)*RAD2DEG;
DrawCircleSector(v0, 40.0f, startangle, angle + startangle, 32, Fade(GREEN, 0.6f));
//DrawCircleSector(v0, 40.0f, 90 - Vector2LineAngle(v0, v1)*RAD2DEG, angle, 32, Fade(GREEN, 0.6f));
}
else if (angleMode == 1)
{

View File

@ -316,16 +316,15 @@ RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = 0.0f;
float dot = v1.x*v2.x + v1.y*v2.y; // Dot product
float dot = v1.x*v2.x + v1.y*v2.y; // Dot product
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));
//result = -acosf((v1.x*v2.x + v1.y*v2.y)/(v1Length*v2Length));
return result;
}