#include "vector2.h" // =============== Normalization ================ // int bg_fp32_vector2_normalize(BgFP32Vector2* vector) { const float square_modulus = bg_fp32_vector2_get_square_modulus(vector); if (1.0f - BG_FP32_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0f + BG_FP32_TWO_EPSYLON) { return 1; } if (square_modulus <= BG_FP32_SQUARE_EPSYLON) { bg_fp32_vector2_reset(vector); return 0; } bg_fp32_vector2_multiply(vector, sqrtf(1.0f / square_modulus), vector); return 1; } int bg_fp64_vector2_normalize(BgFP64Vector2* vector) { const double square_modulus = bg_fp64_vector2_get_square_modulus(vector); if (1.0 - BG_FP64_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0 + BG_FP64_TWO_EPSYLON) { return 1; } if (square_modulus <= BG_FP64_SQUARE_EPSYLON) { bg_fp64_vector2_reset(vector); return 0; } bg_fp64_vector2_multiply(vector, sqrt(1.0 / square_modulus), vector); return 1; } // =================== Angle ==================== // float bg_fp32_vector2_get_angle(const BgFP32Vector2* vector1, const BgFP32Vector2* vector2, const angle_unit_t unit) { if (vector1 == 0 || vector2 == 0) { return 0.0f; } const float square_modulus1 = bg_fp32_vector2_get_square_modulus(vector1); if (square_modulus1 <= BG_FP32_SQUARE_EPSYLON) { return 0.0f; } const float square_modulus2 = bg_fp32_vector2_get_square_modulus(vector2); if (square_modulus2 <= BG_FP32_SQUARE_EPSYLON) { return 0.0f; } const float cosine = bg_fp32_vector2_scalar_product(vector1, vector2) / sqrtf(square_modulus1 * square_modulus2); if (cosine >= 1.0f - BG_FP32_EPSYLON) { return 0.0f; } if (cosine <= -1.0f + BG_FP32_EPSYLON) { return bg_fp32_angle_get_half_circle(unit); } return bg_fp32_radians_to_units(acosf(cosine), unit); } double bg_fp64_vector2_get_angle(const BgFP64Vector2* vector1, const BgFP64Vector2* vector2, const angle_unit_t unit) { if (vector1 == 0 || vector2 == 0) { return 0.0; } const double square_modulus1 = bg_fp64_vector2_get_square_modulus(vector1); if (square_modulus1 <= BG_FP64_SQUARE_EPSYLON) { return 0.0; } const double square_modulus2 = bg_fp64_vector2_get_square_modulus(vector2); if (square_modulus2 <= BG_FP64_SQUARE_EPSYLON) { return 0.0; } const double cosine = bg_fp64_vector2_scalar_product(vector1, vector2) / sqrt(square_modulus1 * square_modulus2); if (cosine >= 1.0 - BG_FP64_EPSYLON) { return 0.0; } if (cosine <= -1.0 + BG_FP64_EPSYLON) { return bg_fp64_angle_get_half_circle(unit); } return bg_fp64_radians_to_units(acos(cosine), unit); }