Change orientedAngle function

master
Bram Pieters ago%!(EXTRA string=4 years)
parent 84f2045a79
commit 90e85225f5
  1. 5
      glm/gtx/vector_angle.inl

@ -20,14 +20,15 @@ namespace glm
return acos(clamp(dot(x, y), T(-1), T(1))); return acos(clamp(dot(x, y), T(-1), T(1)));
} }
//! \todo epsilon is hard coded to 0.01
template<typename T, qualifier Q> template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y) GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y)
{ {
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'orientedAngle' only accept floating-point inputs"); GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'orientedAngle' only accept floating-point inputs");
T const Angle(acos(clamp(dot(x, y), T(-1), T(1)))); T const Angle(acos(clamp(dot(x, y), T(-1), T(1))));
if(all(epsilonEqual(y, glm::rotate(x, Angle), T(0.0001)))) T const partialCross = x.x * y.y - y.x * x.y;
if (partialCross > T(0))
return Angle; return Angle;
else else
return -Angle; return -Angle;

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