Vector3 conversion fixes

This commit is contained in:
Pascal Serrarens 2026-01-05 11:34:41 +01:00
parent d102fc7b80
commit a1d1f7ba24

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@ -3,21 +3,18 @@ using System;
using Vector3 = UnityEngine.Vector3;
#endif
namespace LinearAlgebra
{
namespace LinearAlgebra {
/// <summary>
/// A spherical vector
/// </summary>
/// <remark>This is a struct such that it is a value type and cannot be null
public struct Spherical
{
public struct Spherical {
/// <summary>
/// Create a spherical vector
/// </summary>
/// <param name="distance">The distance in meters</param>
/// <param name="direction">The direction of the vector</param>
public Spherical(float distance, Direction direction)
{
public Spherical(float distance, Direction direction) {
this.distance = distance;
this.direction = direction;
}
@ -29,15 +26,13 @@ namespace LinearAlgebra
/// <param name="horizontal">The horizontal angle in degrees</param>
/// <param name="vertical">The vertical angle in degrees</param>
/// <returns></returns>
public static Spherical Degrees(float distance, float horizontal, float vertical)
{
public static Spherical Degrees(float distance, float horizontal, float vertical) {
Direction direction = Direction.Degrees(horizontal, vertical);
Spherical s = new(distance, direction);
return s;
}
public static Spherical Radians(float distance, float horizontal, float vertical)
{
public static Spherical Radians(float distance, float horizontal, float vertical) {
Direction direction = Direction.Radians(horizontal, vertical);
Spherical s = new(distance, direction);
return s;
@ -62,79 +57,19 @@ namespace LinearAlgebra
/// </summary>
public readonly static Spherical forward = new(1, Direction.forward);
// public static Spherical FromVector3Float(Vector3Float v) {
// float distance = v.magnitude;
// if (distance == 0.0f)
// return Spherical.zero;
// else {
// float verticalAngle = (float)((Angle.pi / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg);
// float horizontalAngle = (float)Math.Atan2(v.x, v.z) * Angle.Rad2Deg;
// return Spherical.Degrees(distance, horizontalAngle, verticalAngle);
// }
// }
public static Spherical FromVector3Float(Vector3Float v)
{
float distance = v.magnitude;
if (distance == 0.0f)
return Spherical.zero;
else
{
float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.vertical / distance)) * AngleFloat.Rad2Deg;
float horizontalAngle = (float)Math.Atan2(v.horizontal, v.depth) * AngleFloat.Rad2Deg;
return Degrees(distance, horizontalAngle, verticalAngle);
}
}
// public Vector3Float ToVector3Float() {
// float verticalRad = (Angle.pi / 2) - this.direction.vertical * Angle.Deg2Rad;
// float horizontalRad = this.direction.horizontal * Angle.Deg2Rad;
// float cosVertical = (float)Math.Cos(verticalRad);
// float sinVertical = (float)Math.Sin(verticalRad);
// float cosHorizontal = (float)Math.Cos(horizontalRad);
// float sinHorizontal = (float)Math.Sin(horizontalRad);
// float x = this.distance * sinVertical * sinHorizontal;
// float y = this.distance * cosVertical;
// float z = this.distance * sinVertical * cosHorizontal;
// Vector3Float v = new(x, y, z);
// return v;
// }
public Vector3Float ToVector3Float()
{
float verticalRad = (AngleFloat.deg90 - this.direction.vertical).inRadians;
float horizontalRad = this.direction.horizontal.inRadians;
float cosVertical = (float)Math.Cos(verticalRad);
float sinVertical = (float)Math.Sin(verticalRad);
float cosHorizontal = (float)Math.Cos(horizontalRad);
float sinHorizontal = (float)Math.Sin(horizontalRad);
float x = this.distance * sinVertical * sinHorizontal;
float y = this.distance * cosVertical;
float z = this.distance * sinVertical * cosHorizontal;
Vector3Float v = new(x, y, z);
return v;
}
#if UNITY_5_3_OR_NEWER
public static Spherical FromVector3(Vector3 v)
{
public static Spherical FromVector3(Vector3 v) {
float distance = v.magnitude;
if (distance == 0.0f)
return Spherical.zero;
else
{
else {
float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.y / distance)) * AngleFloat.Rad2Deg;
float horizontalAngle = (float)Math.Atan2(v.x, v.z) * AngleFloat.Rad2Deg;
return Degrees(distance, horizontalAngle, verticalAngle);
}
}
public Vector3 ToVector3()
{
public readonly Vector3 ToVector3() {
float verticalRad = (AngleFloat.deg90 - this.direction.vertical).inRadians;
float horizontalRad = this.direction.horizontal.inRadians;
float cosVertical = (float)Math.Cos(verticalRad);
@ -149,21 +84,42 @@ namespace LinearAlgebra
Vector3 v = new(x, y, z);
return v;
}
#endif
public float magnitude
#else
public static Spherical FromVector3(Vector3Float v)
{
get
float distance = v.magnitude;
if (distance == 0.0f)
return Spherical.zero;
else
{
return this.distance;
float verticalAngle = (float)(Math.PI / 2 - Math.Acos(v.vertical / distance)) * AngleFloat.Rad2Deg;
float horizontalAngle = (float)Math.Atan2(v.horizontal, v.depth) * AngleFloat.Rad2Deg;
return Degrees(distance, horizontalAngle, verticalAngle);
}
}
public Spherical normalized
{
get
{
Spherical r = new()
{
public readonly Vector3Float ToVector3() {
float verticalRad = (AngleFloat.deg90 - this.direction.vertical).inRadians;
float horizontalRad = this.direction.horizontal.inRadians;
float cosVertical = (float)Math.Cos(verticalRad);
float sinVertical = (float)Math.Sin(verticalRad);
float cosHorizontal = (float)Math.Cos(horizontalRad);
float sinHorizontal = (float)Math.Sin(horizontalRad);
float x = this.distance * sinVertical * sinHorizontal;
float y = this.distance * cosVertical;
float z = this.distance * sinVertical * cosHorizontal;
Vector3Float v = new(x, y, z);
return v;
}
#endif
public readonly float magnitude => this.distance;
public Spherical normalized {
get {
Spherical r = new() {
distance = 1,
direction = this.direction
};
@ -171,13 +127,13 @@ namespace LinearAlgebra
}
}
public static Spherical operator +(Spherical s1, Spherical s2)
{
public static Spherical operator +(Spherical s1, Spherical s2) {
// let's do it the easy way...
Vector3Float v1 = s1.ToVector3Float();
Vector3Float v2 = s2.ToVector3Float();
Vector3Float v = v1 + v2;
Spherical r = FromVector3Float(v);
// using vars to be compatible with both unity (Vector3) and native (Vector3Float)
var v1 = s1.ToVector3();
var v2 = s2.ToVector3();
var v = v1 + v2;
Spherical r = FromVector3(v);
return r;
}