// 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);
+#if 0
double correctedAngle = (y < 0 ? (2.0 * PI) - rawAngle : rawAngle);
+#else
+ double correctedAngle = (y < 0 ? TAU - rawAngle : rawAngle);
+#endif
return correctedAngle;
}