float vector3::AngleBetweenVectors(const vector3& v0, const vector3& v1) { float d = v0.Dot(v1); if ( d >= -1.f && d <= 1.f ) { return acosf( d / ( v0.Length() * v1.Length() ) ); } return 0.f; }
float vector3::Dot(const vector3& v1, const vector3& v2) { return v1.Dot(v2); }