/******************************************************************************************* * * 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; }