#include "vector3.h" // =================== Angle ==================== // float bg_fp32_vector3_get_angle(const BgFP32Vector3* vector1, const BgFP32Vector3* vector2, const angle_unit_t unit) { if (vector1 == 0 || vector2 == 0) { return 0.0f; } const float square_modulus1 = bg_fp32_vector3_get_square_modulus(vector1); if (square_modulus1 <= BG_FP32_SQUARE_EPSYLON) { return 0.0f; } const float square_modulus2 = bg_fp32_vector3_get_square_modulus(vector2); if (square_modulus2 <= BG_FP32_SQUARE_EPSYLON) { return 0.0f; } const float cosine = bg_fp32_vector3_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_vector3_get_angle(const BgFP64Vector3* vector1, const BgFP64Vector3* vector2, const angle_unit_t unit) { if (vector1 == 0 || vector2 == 0) { return 0.0; } const double square_modulus1 = bg_fp64_vector3_get_square_modulus(vector1); if (square_modulus1 <= BG_FP64_SQUARE_EPSYLON) { return 0.0; } const double square_modulus2 = bg_fp64_vector3_get_square_modulus(vector2); if (square_modulus2 <= BG_FP64_SQUARE_EPSYLON) { return 0.0; } const double cosine = bg_fp64_vector3_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); }