float angle_normalized_v2v2(const float v1[2], const float v2[2]) { /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */ if (dot_v2v2(v1, v2) < 0.0f) { float vec[2]; vec[0]= -v2[0]; vec[1]= -v2[1]; return (float)M_PI - 2.0f*saasin(len_v2v2(vec, v1)/2.0f); } else return 2.0f*(float)saasin(len_v2v2(v2, v1)/2.0f); }
float angle_normalized_v2v2(const float v1[2], const float v2[2]) { /* double check they are normalized */ BLI_ASSERT_UNIT_V2(v1); BLI_ASSERT_UNIT_V2(v2); /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */ if (dot_v2v2(v1, v2) >= 0.0f) { return 2.0f * saasin(len_v2v2(v1, v2) / 2.0f); } else { float v2_n[2]; negate_v2_v2(v2_n, v2); return (float)M_PI - 2.0f * saasin(len_v2v2(v1, v2_n) / 2.0f); } }
float angle_normalized_v3v3(const float v1[3], const float v2[3]) { /* double check they are normalized */ BLI_ASSERT_UNIT_V3(v1); BLI_ASSERT_UNIT_V3(v2); /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */ if (dot_v3v3(v1, v2) < 0.0f) { float vec[3]; vec[0] = -v2[0]; vec[1] = -v2[1]; vec[2] = -v2[2]; return (float)M_PI - 2.0f * (float)saasin(len_v3v3(vec, v1) / 2.0f); } else return 2.0f * (float)saasin(len_v3v3(v2, v1) / 2.0f); }