public static fp SignedAngle(fp3 lhs, fp3 rhs, fp3 axis) { var num1 = VecMath.Angle(lhs, rhs); var num2 = (lhs.y * rhs.z - lhs.z * rhs.y); var num3 = (lhs.z * rhs.x - lhs.x * rhs.z); var num4 = (lhs.x * rhs.y - lhs.y * rhs.x); var num5 = fpmath.sign(axis.x * num2 + axis.y * num3 + axis.z * num4); return(num1 * num5); }
public static float Angle(Vector3 lhs, Vector3 rhs) { return(VecMath.Angle((fp3)lhs, (fp3)rhs)); }
public static fp SignedAngle(fp2 lhs, fp2 rhs) { return(VecMath.Angle(lhs, rhs) * fpmath.sign(lhs.x * rhs.y - lhs.y * rhs.x)); }
public static float Angle(Vector2 lhs, Vector2 rhs) { return(VecMath.Angle((fp2)lhs, (fp2)rhs)); }