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float distance = sqrt(v.x*v.x + v.y*v.y + v.z*v.z); v.x = v.x/distance; v.y = v.y/distance; v.z = v.z/distance;
float dotProduct = Va.x*Vb.x + Va.y*Vb.y + Va.z*Vb.z;
acos(dotProduct);
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