Vector2Angle and Vector2LineAngle

The function names and parameter names were swapped for these functions. This PR fixes that.
Improved explanation for LineAngle.
Removed old alternative implementation ( it's wrong and incomplete).
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veins1 2023-06-11 10:30:32 +00:00 committed by GitHub
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commit e8eabcc94b
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@ -310,34 +310,28 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
return result;
}
// Calculate angle between two vectors
// NOTE: Angle is calculated from origin point (0, 0)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
// Calculate angle to go from point "start" to point "end"
RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
{
float result = atan2f(v2.y - v1.y, v2.x - v1.x);
float result = atan2f(end.y - start.y, end.x - start.x);
return result;
}
// Calculate angle defined by a two vectors line
// Calculate angle between two vectors
// NOTE: Parameters need to be normalized
// Current implementation should be aligned with glm::angle
RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = 0.0f;
float dot = start.x*end.x + start.y*end.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((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;
}