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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 4.2
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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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+
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+#include "raylib.h"
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+
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+#include "raymath.h"
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+
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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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+
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+ InitWindow(screenWidth, screenHeight, "raylib [math] example - vector angle");
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+
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+ Vector2 v0 = { screenWidth/2, screenHeight/2 };
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+ Vector2 v1 = { 100.0f, 80.0f };
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+ Vector2 v2 = { 0 }; // Updated with mouse position
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+
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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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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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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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+ if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
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+
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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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+ v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
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+ v2 = GetMousePosition();
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+ angle = Vector2Angle(Vector2Normalize(Vector2Subtract(v1, v0)), Vector2Normalize(Vector2Subtract(v2, v0)))*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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+ v1 = (Vector2){ screenWidth/2, screenHeight/2 };
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+ v2 = GetMousePosition();
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+ angle = Vector2LineAngle(v1, v2)*RAD2DEG;
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+ }
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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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+
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+ ClearBackground(RAYWHITE);
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+
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+ if (angleMode == 0) DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
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+ DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
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+ DrawText("v2", v2.x, v2.y, 10, DARKGRAY);
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+
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+ if (angleMode == 0)
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+ {
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+ DrawText("MODE: Angle between V1 and V2", 10, 10, 20, BLACK);
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+
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+ DrawLineEx(v0, v1, 2.0f, BLACK);
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+ DrawLineEx(v0, v2, 2.0f, RED);
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+
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+ // TODO: Properly draw circle sector
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+ DrawCircleSector(v0, 40.0f, Vector2LineAngle(v0, v1)*RAD2DEG, 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: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
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+
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+ DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
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+ DrawLineEx(v1, v2, 2.0f, RED);
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+
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+ DrawCircleSector(v1, 40.0f, 90.0f, 180 - angle - 90, 32, Fade(GREEN, 0.6f));
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+ }
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+
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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, 40, 20, LIME);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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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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+
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+ return 0;
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+}
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