// JLH = James L. Hammons <jlhamm@acm.org>
//
// Who When What
-// --- ---------- -------------------------------------------------------------
+// --- ---------- -----------------------------------------------------------
// JLH ??/??/2003 Created original implementation
// JLH 05/14/2004 Separated header from implementation, added operator-
// function
// JLH = James L. Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
-// --- ---------- ------------------------------------------------------------
+// --- ---------- ----------------------------------------------------------
// JLH 09/19/2006 Created this file
// JLH 03/22/2011 Moved implementation of constructor from header to here
// JLH 04/02/2011 Fixed divide-by-zero bug in Unit(), added Angle() function
#include "vector.h"
#include <math.h> // For sqrt()
-//#include "mathconstants.h"
-
-#define PI 3.14159265358979323846264338327
-#define RADIANS_TO_DEGREES (180.0 / PI)
-#define DEGREES_TO_RADIANS (PI / 180.0)
+#include "mathconstants.h"
// Vector implementation
double Vector::Angle(void)
{
- // acos returns a value between zero and PI, which means we don't know which
- // quadrant the angle is in... Though, if the y-coordinate of the vector is
- // negative, that means that the angle is in quadrants III - IV.
+ // acos returns a value between zero and PI, which means we don't know
+ // which quadrant the angle is in... Though, if the y-coordinate of the
+ // vector is negative, that means that the angle is in quadrants III - IV.
double rawAngle = acos(Unit().x);
- double correctedAngle = (y < 0 ? (2.0 * PI) - rawAngle : rawAngle);
+ double correctedAngle = (y < 0 ? TAU - rawAngle : rawAngle);
return correctedAngle;
}