/******************************************************************************************* * * raylib [shapes] example - Vector Angle * * Example originally created with raylib 1.0, last time updated with raylib 4.6 * * 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 = Vector2Add(v0, (Vector2){ 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 //---------------------------------------------------------------------------------- float startangle = 0.0f; if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG; if (angleMode == 1) startangle = 0.0f; v2 = GetMousePosition(); if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode; if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition(); if (angleMode == 0) { // Calculate angle between two vectors, considering a common origin (v0) Vector2 v1Normal = Vector2Normalize(Vector2Subtract(v1, v0)); Vector2 v2Normal = Vector2Normalize(Vector2Subtract(v2, v0)); angle = Vector2Angle(v1Normal, v2Normal)*RAD2DEG; } else if (angleMode == 1) { // Calculate angle defined by a two vectors line, in reference to horizontal line angle = Vector2LineAngle(v0, v2)*RAD2DEG; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (angleMode == 0) { DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK); DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY); DrawLineEx(v0, v1, 2.0f, BLACK); DrawLineEx(v0, v2, 2.0f, RED); DrawCircleSector(v0, 40.0f, startangle, startangle + angle, 32, Fade(GREEN, 0.6f)); } else if (angleMode == 1) { DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK); DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY); DrawLineEx(v0, v2, 2.0f, RED); DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f)); } DrawText("v0", v0.x, v0.y, 10, DARKGRAY); // If the line from v0 to v1 would overlap the text, move it's position up 10 if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", v1.x, v1.y-10.0f, 10, DARKGRAY); if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", v1.x, v1.y, 10, DARKGRAY); // If angle mode 1, use v1 to emphasize the horizontal line if (angleMode == 1) DrawText("v1", v0.x + 40.0f, v0.y, 10, DARKGRAY); // position adjusted by -10 so it isn't hidden by cursor DrawText("v2", v2.x-10.0f, v2.y-10.0f, 10, DARKGRAY); DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY); DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }