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include/Spherical.h
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42
include/Spherical.h
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/// @copyright
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/// This Source Code Form is subject to the terms of the Mozilla Public
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/// License, v. 2.0.If a copy of the MPL was not distributed with this
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/// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
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#ifndef SPHERICAL_H
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#define SPHERICAL_H
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/// @brief A spherical vector
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/// @details
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/// This is a vector in 3D space using a spherical coordinate system.
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/// It consists of a distance and the polar and elevation angles from a
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/// reference direction. The reference direction is typically thought of
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/// as a forward direction.
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struct Spherical {
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public:
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/// @brief The angle in the horizontal plane in degrees, clockwise rotation
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/// @details The angle is automatically normalized to -180 .. 180
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float polarAngle;
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/// @brief The angle in the vertical plane in degrees. Positive is upward.
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/// @details The angle is automatically normalized to -180 .. 180
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float elevationAngle;
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float distance;
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/// @brief Create a new spherical vector with zero degrees and distance
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Spherical();
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/// @brief Create a new spherical vector
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/// @param polarAngle The angle in the horizontal plane in degrees,
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/// clockwise rotation
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/// @param elevationAngle The angle in the vertical plan in degrees,
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/// zero is forward, positive is upward
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/// @param distance The distance in meters
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Spherical(float polarAngle, float elevationAngle, float distance);
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/// @brief A spherical vector with zero degree angles and distance
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const static Spherical zero;
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float GetSwing();
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};
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#endif
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23
src/Spherical.cpp
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src/Spherical.cpp
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#include "Spherical.h"
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#include <math.h>
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Spherical::Spherical() {
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this->polarAngle = 0;
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this->elevationAngle = 0;
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this->distance = 0;
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}
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Spherical::Spherical(float polarAngle, float elevationAngle, float distance) {
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this->polarAngle = polarAngle;
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this->elevationAngle = elevationAngle;
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this->distance = distance;
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}
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const Spherical Spherical::zero = Spherical(0, 0, 0);
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float Spherical::GetSwing() {
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// Not sure if this is correct
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return sqrtf(polarAngle * polarAngle + elevationAngle * elevationAngle);
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}
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