[Math] Fix NaN issue in CalculateAngle
Clamp dot product between -1 and 1 so acos always has a valid input.
This commit is contained in:
parent
7e903d6c0b
commit
75961e6895
2 changed files with 8 additions and 4 deletions
|
@ -1205,7 +1205,9 @@ namespace OpenTK
|
|||
/// <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>
|
||||
|
@ -1217,7 +1219,7 @@ namespace OpenTK
|
|||
{
|
||||
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
|
||||
|
|
|
@ -1203,7 +1203,9 @@ namespace OpenTK
|
|||
/// <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>
|
||||
|
@ -1215,7 +1217,7 @@ namespace OpenTK
|
|||
{
|
||||
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
|
||||
|
|
Loading…
Reference in a new issue