Commit: aa986c3f3d5cee39d218cadba2c41d218e9ef21b
Author: Campbell Barton
Date:   Tue Jan 14 13:47:24 2014 +1100
https://developer.blender.org/rBaa986c3f3d5cee39d218cadba2c41d218e9ef21b

Correct bad mistake in own recent to commit to angle calculation

===================================================================

M       source/blender/blenlib/intern/math_vector.c

===================================================================

diff --git a/source/blender/blenlib/intern/math_vector.c 
b/source/blender/blenlib/intern/math_vector.c
index 6d3c74a..3671665 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -292,39 +292,35 @@ float angle_signed_v2v2(const float v1[2], const float 
v2[2])
 
 float angle_normalized_v3v3(const float v1[3], const float v2[3])
 {
-       const float len_sq = dot_v3v3(v1, v2);
-
        /* double check they are normalized */
        BLI_ASSERT_UNIT_V3(v1);
        BLI_ASSERT_UNIT_V3(v2);
 
        /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
-       if (len_sq >= 0.0f) {
-               return 2.0f * saasin(sqrtf(len_sq) / 2.0f);
+       if (dot_v3v3(v1, v2) >= 0.0f) {
+               return 2.0f * saasin(len_v3v3(v1, v2) / 2.0f);
        }
        else {
-               float vec[3];
-               negate_v3_v3(vec, v2);
-               return (float)M_PI - 2.0f * saasin(len_v3v3(vec, v1) / 2.0f);
+               float v2_n[3];
+               negate_v3_v3(v2_n, v2);
+               return (float)M_PI - 2.0f * saasin(len_v3v3(v1, v2_n) / 2.0f);
        }
 }
 
 float angle_normalized_v2v2(const float v1[2], const float v2[2])
 {
-       const float len_sq = dot_v2v2(v1, v2);
-
        /* double check they are normalized */
        BLI_ASSERT_UNIT_V2(v1);
        BLI_ASSERT_UNIT_V2(v2);
 
        /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
-       if (len_sq >= 0.0f) {
-               return 2.0f * saasin(sqrtf(len_sq) / 2.0f);
+       if (dot_v2v2(v1, v2) >= 0.0f) {
+               return 2.0f * saasin(len_v2v2(v1, v2) / 2.0f);
        }
        else {
-               float vec[2];
-               negate_v2_v2(vec, v2);
-               return (float)M_PI - 2.0f * saasin(len_v2v2(vec, v1) / 2.0f);
+               float v2_n[2];
+               negate_v2_v2(v2_n, v2);
+               return (float)M_PI - 2.0f * saasin(len_v2v2(v1, v2_n) / 2.0f);
        }
 }

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