|
@@ -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;
|
|
|
}
|