#include "vector3.h" // =================== Angle ==================== // float bgc_vector3_get_angle_fp32(const BgcVector3FP32* vector1, const BgcVector3FP32* vector2, const BgcAngleUnitEnum unit) { if (vector1 == 0 || vector2 == 0) { return 0.0f; } const float square_modulus1 = bgc_vector3_get_square_modulus_fp32(vector1); if (square_modulus1 <= BGC_SQUARE_EPSYLON_FP32) { return 0.0f; } const float square_modulus2 = bgc_vector3_get_square_modulus_fp32(vector2); if (square_modulus2 <= BGC_SQUARE_EPSYLON_FP32) { return 0.0f; } const float cosine = bgc_vector3_scalar_product_fp32(vector1, vector2) / sqrtf(square_modulus1 * square_modulus2); if (cosine >= 1.0f - BGC_EPSYLON_FP32) { return 0.0f; } if (cosine <= -1.0f + BGC_EPSYLON_FP32) { return bgc_angle_get_half_circle_fp32(unit); } return bgc_radians_to_units_fp32(acosf(cosine), unit); } double bgc_vector3_get_angle_fp64(const BgcVector3FP64* vector1, const BgcVector3FP64* vector2, const BgcAngleUnitEnum unit) { if (vector1 == 0 || vector2 == 0) { return 0.0; } const double square_modulus1 = bgc_vector3_get_square_modulus_fp64(vector1); if (square_modulus1 <= BGC_SQUARE_EPSYLON_FP64) { return 0.0; } const double square_modulus2 = bgc_vector3_get_square_modulus_fp64(vector2); if (square_modulus2 <= BGC_SQUARE_EPSYLON_FP64) { return 0.0; } const double cosine = bgc_vector3_scalar_product_fp64(vector1, vector2) / sqrt(square_modulus1 * square_modulus2); if (cosine >= 1.0 - BGC_EPSYLON_FP64) { return 0.0; } if (cosine <= -1.0 + BGC_EPSYLON_FP64) { return bgc_angle_get_half_circle_fp64(unit); } return bgc_radians_to_units_fp64(acos(cosine), unit); }