// // Created by jovian on 31/07/17. // #include "b2Angle.h" float b2Angle(b2Vec2 u, b2Vec2 v) { u.Normalize(); v.Normalize(); float rep(std::acos(b2Dot(u, v))); if ( b2Cross(u, v) > 0.0f ) rep *= -1.0f; return rep; } float b2Angle(b2Vec2 u) { return b2Angle(u, b2Vec2(1.0f, 0.0f)); }