#include "Spherical.h" #include "Angle.h" #include "Quaternion.h" #include // using Angle = float; Spherical::Spherical() { this->horizontalAngle = 0; this->verticalAngle = 0; this->distance = 0; } // Spherical::Spherical(float polarAngle, float elevationAngle, float distance) // { // this->horizontalAngle = polarAngle; // this->verticalAngle = elevationAngle; // this->distance = distance; // } Spherical::Spherical(Polar polar) { this->horizontalAngle = polar.angle; this->verticalAngle = 0.0F; this->distance = polar.distance; } Spherical::Spherical(float distance, Angle horizontalAngle, Angle verticalAngle) : distance(distance), horizontalAngle(horizontalAngle), verticalAngle(verticalAngle) {} Spherical::Spherical(Vector3 v) { distance = v.magnitude(); verticalAngle = 90 - acosf(v.y / distance) * Angle::Rad2Deg; horizontalAngle = atanf(v.x / v.z) * Angle::Rad2Deg; } const Spherical Spherical::zero = Spherical(0.0F, (Angle)0.0F, (Angle)0.0F); float Spherical::GetSwing() { // Not sure if this is correct return sqrtf(horizontalAngle * horizontalAngle + verticalAngle * verticalAngle); } Polar Spherical::ProjectOnHorizontalPlane() { return Polar(horizontalAngle, distance); } Vector3 Spherical::ToVector3() { float verticalRad = (90 - verticalAngle) * Angle::Deg2Rad; float horizontalRad = horizontalAngle * Angle::Deg2Rad; float cosVertical = cosf(verticalRad); float sinVertical = sinf(verticalRad); float cosHorizontal = cosf(horizontalRad); float sinHorizontal = sinf(horizontalRad); Vector3 v = Vector3(this->distance * sinVertical * sinHorizontal, this->distance * cosVertical, this->distance * sinVertical * cosHorizontal); return v; }