src/util/measure/MeasurerUtils.js
function (v1, v2) {
                var dot = v1.dot(v2);
                // Compute the sum of magnitudes.
                var length = v1.magnitude() * v2.magnitude();
                // Normalize the dot product, if necessary.
                if (!(length === 0) && (length !== 1.0)) {
                    dot /= length;
                }

                // The normalized dot product should be in the range [-1, 1]. Otherwise the result is an error from
                // floating point roundoff. So if dot is less than -1 or greater than +1, we treat it as -1 and +1
                // respectively.
                if (dot < -1.0) {
                    dot = -1.0;
                }
                else if (dot > 1.0) {
                    dot = 1.0;
                }

                // Angle is arc-cosine of normalized dot product.
                return Math.acos(dot);
            }
function (v1, v2) {
                var dot = v1.dot(v2);
                // Compute the sum of magnitudes.
                var length = v1.magnitude() * v2.magnitude();
                // Normalize the dot product, if necessary.
                if (!(length === 0) && (length !== 1.0)) {
                    dot /= length;
                }

                // The normalized dot product should be in the range [-1, 1]. Otherwise the result is an error from
                // floating point roundoff. So if dot is less than -1 or greater than +1, we treat it as -1 and +1
                // respectively.
                if (dot < -1.0) {
                    dot = -1.0;
                }
                else if (dot > 1.0) {
                    dot = 1.0;
                }

                // Angle is arc-cosine of normalized dot product.
                return Math.acos(dot);
            }
function ( v1 , v2 ) { var dot = v1 . dot ( v2 ) ; // Compute the sum of magnitudes. var length = v1 . magnitude ( ) * v2 . magnitude ( ) ; // Normalize the dot product, if necessary. if ( ! ( length === 0 ) && ( length !== 1.0 ) ) { dot /= length ; } // The normalized dot product should be in the range [-1, 1]. Otherwise the result is an error from // floating point roundoff. So if dot is less than -1 or greater than +1, we treat it as -1 and +1 // respectively. if ( dot < - 1.0 ) { dot = - 1.0 ; } else if ( dot > 1.0 ) { dot = 1.0 ; } // Angle is arc-cosine of normalized dot product. return Math . acos ( dot ) ; }
Computes the angle between two Vec3 in radians.

@param {Vec3} v1
@param {Vec3} v2

@return {Number} The ange in radians
Computes the angle between two Vec3 in radians .