[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:
Fraser Waters 2015-02-21 10:55:39 +00:00
parent 7e903d6c0b
commit 75961e6895
2 changed files with 8 additions and 4 deletions

View file

@ -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

View file

@ -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