# Draw a Sector of a Circle

## Draw an Arc Between Two Vectors

Given an origin O and two vectors OA and OB this snippet draws an arc between the two vectors with a given radius. The arc can be drawn in three types 0 (default) a solid line, 1 a dashed line, 2 filled between arc and vectors.

`function showAngleSector(origin, vector1, vector2, radius, sectorType) {    radius = radius || 1;    sectorType = sectorType || 0;    var cross = BABYLON.Vector3.Cross(vector1, vector2);    var dot = BABYLON.Vector3.Dot(vector1, vector2);    var angle = Math.acos(dot / (vector1.length() * vector2.length()));    var points = [];    var minNb = 4;    var factor = 2;    var nbPoints = Math.floor(radius * angle * factor);    nbPoints = (nbPoints < minNb) ? minNb : nbPoints;    var firstPoint = ((BABYLON.Vector3.Normalize(vector1)).scale(radius));    var lastPoint = ((BABYLON.Vector3.Normalize(vector2)).scale(radius));    var matrix;    var ang = angle / nbPoints;    var rotated;    for (var i = 0; i < nbPoints; i++) {      matrix = BABYLON.Matrix.RotationAxis(cross, ang * i);      rotated = BABYLON.Vector3.TransformCoordinates(firstPoint, matrix);      points.push(rotated.add(origin));    }    points.push(lastPoint.add(origin));      var sector;    switch (sectorType) {      case 0:        sector = BABYLON.Mesh.CreateLines("sector", points, scene);        break;      case 1:        sector = BABYLON.Mesh.CreateDashedLines("sector", points, 3, 1, nbPoints , scene);        break;      case 2:        var pointO = [];        for (var j = 0; j < points.length; j++) {          pointO.push(origin);        }        sector = BABYLON.Mesh.CreateRibbon("sector", [points, pointO], null, null, 0, scene);        break;      default:        sector = BABYLON.Mesh.CreateLines("sector", points, scene);        break;    }    return sector;}`

## Playground

Draw an Arc Between Two Vectors