The math.acos() function in lua returns the inverse cosine (in radians) of a number. That is:
∀ x ∊ [-1, 1], math.acos(x) = arccos(x) = the unique y ∊ [0, π] such that cos(y) = x.
Syntax
math.acos(x)
Parameters
x
A number between-1and1(inclusive), representing the cosine value of an angle.
Return value
The inverse cosine of x, expressed as an angle in radians between 0 and π (inclusive). If x is less than -1 or greater than 1, the function returns nil or may trigger an error, as the value is undefined in these cases.
Description
Because math.acos() is a static function, it is always used as math.acos(), rather than as a method of a lua object. This function is typically used to compute the angle corresponding to a given cosine value.
Examples
Using math.acos()
print(math.acos(-1)) -- 3.1415926535898 (π)
print(math.acos(0)) -- 1.5707963267949 (π/2)
print(math.acos(0.5)) -- 1.0471975511966 (about π/3)
print(math.acos(1)) -- 0
Handling out-of-range values
If the input value is outside the range [-1, 1], the result is undefined, and an error or nil may occur.
-- Correct usage:
print(math.acos(0.75)) -- A valid angle in radians
-- Incorrect usage:
-- print(math.acos(2)) -- Error: argument out of range
See also
math.asin()math.atan()math.atan2()math.cos()math.sin()math.tan()