I need to calculate the angle between 3 points. For this, I do the following:
- Grab the 3 points (previous, current and next, it's within a loop)
- Calculate the distance between the points with Pythagoras
- Calculate the angle using
Math.acos
This seems to work fine for shapes without angels of over 180 degrees, however if a shape has such an corner it calculates the short-side. Here's an illustration to show what I mean (the red values are wrong):
This is the code that does the calculations:
// Pythagoras for calculating distance between two points (2D)
pointDistance = function (p1x, p1y, p2x, p2y) {
return Math.sqrt((p1x - p2x)*(p1x - p2x) + (p1y - p2y)*(p1y - p2y));
};
// Get the distance between the previous, current and next points
// vprev, vcur and vnext are objects that look like this:
// { x:float, y:float, z:float }
lcn = pointDistance(vcur.x, vcur.z, vnext.x, vnext.z);
lnp = pointDistance(vnext.x, vnext.z, vprev.x, vprev.z);
lpc = pointDistance(vprev.x, vprev.z, vcur.x, vcur.z);
// Calculate and print the angle
Math.acos((lcn*lcn + lpc*lpc - lnp*lnp)/(2*lcn*lpc))*180/Math.PI
Is there something wrong in the code, did I forget to do something, or should it be done a completely different way?