vector angle
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//! raylib [shapes] example - vector angle
//!
//! Zig-API translation of examples/shapes/shapes_vector_angle.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
const rm = rl.math;
const AngleMode = enum {
between_vectors, // Vector2Angle()
line_to_horizontal, // Vector2LineAngle()
};
pub fn main() void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - vector angle");
defer rl.closeWindow(); // Close window and OpenGL context
const v0: rl.Vector2 = .{ .x = screen_width / 2.0, .y = screen_height / 2.0 };
var v1 = rm.vector2Add(v0, .{ .x = 100.0, .y = 80.0 });
var angle: f32 = 0.0; // Angle in degrees
var angle_mode: AngleMode = .between_vectors;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
const start_angle: f32 = switch (angle_mode) {
.between_vectors => -rm.vector2LineAngle(v0, v1) * rl.rad2deg,
.line_to_horizontal => 0.0,
};
const v2 = rl.getMousePosition();
if (rl.isKeyPressed(.space)) angle_mode = switch (angle_mode) {
.between_vectors => .line_to_horizontal,
.line_to_horizontal => .between_vectors,
};
if (angle_mode == .between_vectors and rl.isMouseButtonDown(.right)) v1 = rl.getMousePosition();
switch (angle_mode) {
.between_vectors => {
// Calculate angle between two vectors, considering a common origin (v0)
const v1_normal = rm.vector2Normalize(rm.vector2Subtract(v1, v0));
const v2_normal = rm.vector2Normalize(rm.vector2Subtract(v2, v0));
angle = rm.vector2Angle(v1_normal, v2_normal) * rl.rad2deg;
},
.line_to_horizontal => {
// Calculate angle defined by a two vectors line, in reference to horizontal line
angle = rm.vector2LineAngle(v0, v2) * rl.rad2deg;
},
}
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
switch (angle_mode) {
.between_vectors => {
rl.drawText("MODE 0: Angle between V1 and V2", 10, 10, 20, .black);
rl.drawText("Right Click to Move V2", 10, 30, 20, .dark_gray);
rl.drawLineEx(v0, v1, 2.0, .black);
rl.drawLineEx(v0, v2, 2.0, .red);
rl.drawCircleSector(v0, 40.0, start_angle, start_angle + angle, 32, rl.fade(.green, 0.6));
},
.line_to_horizontal => {
rl.drawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, .black);
rl.drawLine(0, screen_height / 2, screen_width, screen_height / 2, .light_gray);
rl.drawLineEx(v0, v2, 2.0, .red);
rl.drawCircleSector(v0, 40.0, start_angle, start_angle - angle, 32, rl.fade(.green, 0.6));
},
}
const v0_x: i32 = @intFromFloat(v0.x);
const v0_y: i32 = @intFromFloat(v0.y);
rl.drawText("v0", v0_x, v0_y, 10, .dark_gray);
switch (angle_mode) {
.between_vectors => {
// If the line from v0 to v1 would overlap the text, move it's position up 10
const dy = rm.vector2Subtract(v0, v1).y;
const v1_x: i32 = @intFromFloat(v1.x);
const v1_y: i32 = @intFromFloat(v1.y);
if (dy > 0.0) rl.drawText("v1", v1_x, v1_y - 10, 10, .dark_gray);
if (dy < 0.0) rl.drawText("v1", v1_x, v1_y, 10, .dark_gray);
},
// Use v1 to emphasize the horizontal line
.line_to_horizontal => rl.drawText("v1", v0_x + 40, v0_y, 10, .dark_gray),
}
// position adjusted by -10 so it isn't hidden by cursor
rl.drawText("v2", @as(i32, @intFromFloat(v2.x)) - 10, @as(i32, @intFromFloat(v2.y)) - 10, 10, .dark_gray);
rl.drawText("Press SPACE to change MODE", 460, 10, 20, .dark_gray);
rl.drawText(rl.textFormat("ANGLE: {d:.2}", .{angle}), 10, 70, 20, .lime);
}
}/*******************************************************************************************
*
* raylib [shapes] example - vector angle
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 1.0, last time updated with raylib 5.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h" // Required for: Vector2LineAngle()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle");
Vector2 v0 = { screenWidth/2.0f, screenHeight/2.0f };
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
Vector2 v2 = { 0 }; // Updated with mouse position
float angle = 0.0f; // Angle in degrees
int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float startangle = 0.0f;
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
if (angleMode == 1) startangle = 0.0f;
v2 = GetMousePosition();
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
if (angleMode == 0)
{
// Calculate angle between two vectors, considering a common origin (v0)
Vector2 v1Normal = Vector2Normalize(Vector2Subtract(v1, v0));
Vector2 v2Normal = Vector2Normalize(Vector2Subtract(v2, v0));
angle = Vector2Angle(v1Normal, v2Normal)*RAD2DEG;
}
else if (angleMode == 1)
{
// Calculate angle defined by a two vectors line, in reference to horizontal line
angle = Vector2LineAngle(v0, v2)*RAD2DEG;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (angleMode == 0)
{
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
DrawLineEx(v0, v1, 2.0f, BLACK);
DrawLineEx(v0, v2, 2.0f, RED);
DrawCircleSector(v0, 40.0f, startangle, startangle + angle, 32, Fade(GREEN, 0.6f));
}
else if (angleMode == 1)
{
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
DrawLineEx(v0, v2, 2.0f, RED);
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
}
DrawText("v0", (int)v0.x, (int)v0.y, 10, DARKGRAY);
// If the line from v0 to v1 would overlap the text, move it's position up 10
if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", (int)v1.x, (int)v1.y-10, 10, DARKGRAY);
if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", (int)v1.x, (int)v1.y, 10, DARKGRAY);
// If angle mode 1, use v1 to emphasize the horizontal line
if (angleMode == 1) DrawText("v1", (int)v0.x + 40, (int)v0.y, 10, DARKGRAY);
// position adjusted by -10 so it isn't hidden by cursor
DrawText("v2", (int)v2.x-10, (int)v2.y-10, 10, DARKGRAY);
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.