/// <remarks>Note that the returned angle is never bigger than the constant Pi.</remarks>
public static float CalculateAngle(Vector3 first, Vector3 second)
{
- return (float)System.Math.Acos((Vector3.Dot(first, second)) / (first.Length * second.Length));
+ float result;
+ CalculateAngle(ref first, ref second, out result);
+ return result;
}
/// <summary>Calculates the angle (in radians) between two vectors.</summary>
{
float temp;
Vector3.Dot(ref first, ref second, out temp);
- result = (float)System.Math.Acos(temp / (first.Length * second.Length));
+ result = (float)System.Math.Acos(MathHelper.Clamp(temp / (first.Length * second.Length), -1.0, 1.0));
}
#endregion
/// <remarks>Note that the returned angle is never bigger than the constant Pi.</remarks>
public static double CalculateAngle(Vector3d first, Vector3d second)
{
- return System.Math.Acos((Vector3d.Dot(first, second)) / (first.Length * second.Length));
+ double result;
+ CalculateAngle(ref first, ref second, out result);
+ return result;
}
/// <summary>Calculates the angle (in radians) between two vectors.</summary>
{
double temp;
Vector3d.Dot(ref first, ref second, out temp);
- result = System.Math.Acos(temp / (first.Length * second.Length));
+ result = System.Math.Acos(MathHelper.Clamp(temp / (first.Length * second.Length), -1.0, 1.0));
}
#endregion