raylib/examples/others/raymath_vector_angle.c
2023-07-04 16:58:43 +02:00

107 lines
4.3 KiB
C

/*******************************************************************************************
*
* raylib [shapes] example - Vector Angle
*
* Example originally created with raylib 1.0, last time updated with raylib 4.2
*
* 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 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [math] example - vector angle");
Vector2 v0 = { screenWidth/2, screenHeight/2 };
Vector2 v1 = { 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
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
if (angleMode == 0)
{
// Calculate angle between two vectors, considering a common origin (v0)
v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
v2 = GetMousePosition();
angle = Vector2Angle(Vector2Normalize(Vector2Subtract(v1, v0)), Vector2Normalize(Vector2Subtract(v2, v0)))*RAD2DEG;
}
else if (angleMode == 1)
{
// Calculate angle defined by a two vectors line, in reference to horizontal line
v1 = (Vector2){ screenWidth/2, screenHeight/2 };
v2 = GetMousePosition();
angle = Vector2LineAngle(v1, v2)*RAD2DEG;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (angleMode == 0) DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
DrawText("v2", v2.x, v2.y, 10, DARKGRAY);
if (angleMode == 0)
{
DrawText("MODE: Angle between V1 and V2", 10, 10, 20, BLACK);
DrawLineEx(v0, v1, 2.0f, BLACK);
DrawLineEx(v0, v2, 2.0f, RED);
float startangle = 90 - Vector2LineAngle(v0, v1)*RAD2DEG;
DrawCircleSector(v0, 40.0f, startangle, startangle + angle - 360.0f*(angle > 180.0f), 32, Fade(GREEN, 0.6f));
}
else if (angleMode == 1)
{
DrawText("MODE: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
DrawLineEx(v1, v2, 2.0f, RED);
DrawCircleSector(v1, 40.0f, 90.0f, 180 - angle - 90, 32, Fade(GREEN, 0.6f));
}
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 40, 20, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}