Fixed Spherical.ToVector3

This commit is contained in:
Pascal Serrarens 2026-01-07 12:21:12 +01:00
parent f8fc9dabe6
commit ccf0b16136
2 changed files with 54 additions and 37 deletions

View File

@ -72,18 +72,22 @@ namespace LinearAlgebra {
}
public readonly Vector3 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 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;
// float x = this.distance * sinVertical * sinHorizontal;
// float y = this.distance * cosVertical;
// float z = this.distance * sinVertical * cosHorizontal;
Vector3 v = new(x, y, z);
// Vector3 v = new(x, y, z);
// return v;
Vector3 v = this.direction.ToVector3();
v *= this.distance;
return v;
}
#else
@ -99,22 +103,29 @@ namespace LinearAlgebra {
}
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 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;
// float x = this.distance * sinVertical * sinHorizontal;
// float y = this.distance * cosVertical;
// float z = this.distance * sinVertical * cosHorizontal;
Vector3Float v = new(x, y, z);
// Vector3Float v = new(x, y, z);
Vector3Float v = this.direction.ToVector3();
v *= this.distance;
return v;
}
#endif
public override readonly string ToString() {
return $"Spherical(h: {this.direction.horizontal}, v: {this.direction.vertical}, distance: {this.distance})";
}
public readonly float magnitude => this.distance;
public Spherical normalized {
@ -228,7 +239,7 @@ namespace LinearAlgebra {
return Spherical.Radians(rAvg, azAvgRad, elAvgRad);
}
/*
public static Spherical Average(List<Spherical> vectors) {
// float sumSinPhiCosTheta = 0.0f;
// float sumSinPhiSinTheta = 0.0f;
@ -302,9 +313,9 @@ namespace LinearAlgebra {
return new Spherical(rAvg, new Direction(horizontalAvg, verticalAvg));
}
*/
/*
public static Spherical Average(IEnumerable<Spherical> vectors) {
const float EPS = 1e-6f;
if (vectors == null) throw new ArgumentNullException(nameof(vectors));
@ -371,7 +382,7 @@ namespace LinearAlgebra {
return Spherical.Radians(rAvgFinal, azAvg, elAvg);
}
*/
}
}

View File

@ -87,27 +87,33 @@ public class Neuroid : Nucleus {
float activatedValue = curve.Evaluate(synapseNucleus.outputValue.magnitude);
float magnitude = weight * activatedValue;
//Debug.Log($"{this.name} {synapseNucleus.outputValue.direction} {synapseNucleus.outputValue.direction.horizontal}{synapseNucleus.outputValue.direction.vertical} {direction}");
resultVector += direction * magnitude;
Vector3 a = direction * magnitude;
//Debug.Log($"A {direction} {magnitude} {a}");
resultVector += a;
}
if (average && this.synapses.Count > 0)
resultVector /= this.synapses.Count;
Spherical result = Spherical.FromVector3(resultVector);
// List<Spherical> vectors = new();
// foreach (Synapse synapse in this.synapses) {
// if (synapse.nucleus.isSleeping)
// continue;
List<Spherical> vectors = new();
foreach (Synapse synapse in this.synapses) {
if (synapse.nucleus.isSleeping)
continue;
// vectors.Add(synapse.nucleus.outputValue);
// }
// Spherical result2 = Spherical.Average(vectors);
// if (average == false)
// result2 *= vectors.Count;
float weight = synapse.weight;
float activatedValue = curve.Evaluate(synapse.nucleus.outputValue.magnitude);
float magnitude = weight * activatedValue;
Spherical vector = new(magnitude, synapse.nucleus.outputValue.direction);
//Debug.Log($"B {synapse.nucleus.outputValue.direction.ToVector3()} {magnitude} {vector.ToVector3()}");
vectors.Add(vector); //synapse.nucleus.outputValue);
}
Spherical result2 = Spherical.Average(vectors);
if (average == false)
result2 *= vectors.Count;
// if (result2 != result)
// Debug.Log($"update error {result2} != {result}");
if (result2 != result)
Debug.Log($"update error {result2} != {result}");
UpdateResult(result);