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Fix angleBetween potential NaN return value
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1 changed files with 7 additions and 1 deletions
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@ -294,7 +294,13 @@ glm::vec3 safeEulerAngles(const glm::quat& q) {
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// Helper function returns the positive angle (in radians) between two 3D vectors
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float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
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return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
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float cosAngle = glm::dot(v1, v2) / (glm::length(v1) * glm::length(v2));
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// If v1 and v2 are colinear, then floating point rounding errors might cause
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// cosAngle to be slightly higher than 1 or slightly lower than -1
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// which is are values for which acos is not defined and result in a NaN
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// So we clamp the value to insure the value is in the correct range
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cosAngle = glm::clamp(cosAngle, -1.0f, 1.0f);
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return acosf(cosAngle);
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}
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// Helper function return the rotation from the first vector onto the second
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