using System;
using System.Collections.Generic;
#if UNITY_5_3_OR_NEWER
using Vector3 = UnityEngine.Vector3;
#endif
namespace LinearAlgebra {
///
/// A spherical vector
///
/// This is a struct such that it is a value type and cannot be null
public struct Spherical {
///
/// Create a spherical vector
///
/// The distance in meters
/// The direction of the vector
public Spherical(float distance, Direction direction) {
if (distance > 0) {
this.distance = distance;
this.direction = direction;
}
else {
this.distance = -distance;
this.direction = -direction;
}
}
///
/// Create spherical vector. All given angles are in degrees
///
/// The distance in meters
/// The horizontal angle in degrees
/// The vertical angle in degrees
///
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) {
Direction direction = Direction.Radians(horizontal, vertical);
Spherical s = new(distance, direction);
return s;
}
///
/// The distance in meters
///
/// @remark The distance should never be negative
public float distance;
///
/// The direction of the vector
///
public Direction direction;
///
/// A spherical vector with zero degree angles and distance
///
public readonly static Spherical zero = new(0, Direction.forward);
///
/// A normalized forward-oriented vector
///
public readonly static Spherical forward = new(1, Direction.forward);
#if UNITY_5_3_OR_NEWER
public static Spherical FromVector3(Vector3 v) {
float distance = v.magnitude;
Direction direction = Direction.FromVector3(v / distance);
return new Spherical(distance, direction);
}
public readonly Vector3 ToVector3() {
Vector3 v = this.direction.ToVector3();
v *= this.distance;
return v;
}
#else
public static Spherical FromVector3(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 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);
Vector3Float v = this.direction.ToVector3();
v *= this.distance;
return v;
}
#endif
public override readonly string ToString() {
return $"Spherical({this.distance}, h: {this.direction.horizontal}, v: {this.direction.vertical})";
}
public readonly float magnitude => this.distance;
public Spherical normalized {
get {
Spherical r = new() {
distance = 1,
direction = this.direction
};
return r;
}
}
public static Spherical operator +(Spherical s1, Spherical s2) {
// let's do it the easy way...
// 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;
}
public static Spherical operator *(Spherical v, float d) {
Spherical r = new(v.distance * d, v.direction);
return r;
}
public static bool operator ==(Spherical v1, Spherical v2) {
return (v1.distance == v2.distance && v1.direction == v2.direction);
}
public static bool operator !=(Spherical v1, Spherical v2) {
return (v1.distance != v2.distance || v1.direction != v2.direction);
}
public override readonly bool Equals(object o) {
if (o is Spherical s)
return this == s;
return false;
}
public override readonly int GetHashCode() {
return HashCode.Combine(this.distance, this.direction);
}
public static float Distance(Spherical v1, Spherical v2) {
// Convert degrees to radians
float thetaARadians = v1.direction.horizontal.inRadians;
float phiARadians = v1.direction.vertical.inRadians;// DegreesToRadians(phiA);
float thetaBRadians = v2.direction.horizontal.inRadians; // DegreesToRadians(thetaB);
float phiBRadians = v2.direction.vertical.inRadians; // DegreesToRadians(phiB);
// Calculate sine and cosine values
float sinPhiA = MathF.Sin(phiARadians);
float cosPhiA = MathF.Cos(phiARadians);
float sinPhiB = MathF.Sin(phiBRadians);
float cosPhiB = MathF.Cos(phiBRadians);
// Calculate the cosine of the difference in azimuthal angles
float cosThetaDifference = MathF.Cos(thetaARadians - thetaBRadians);
// Apply the spherical law of cosines
float distance = MathF.Sqrt(
v1.distance * v1.distance +
v2.distance * v2.distance -
2 * v1.distance * v2.distance * (sinPhiA * sinPhiB * cosThetaDifference + cosPhiA * cosPhiB)
);
return distance;
}
public static Spherical Average(Spherical v1, Spherical v2) {
const float EPS = 1e-6f;
// Angles in radians
float a1 = v1.direction.horizontal.inRadians;
float a2 = v2.direction.horizontal.inRadians;
float e1 = v1.direction.vertical.inRadians;
float e2 = v2.direction.vertical.inRadians;
// Fast path: exactly same direction (allowing wrap for azimuth) -> preserve exact angles
bool sameAz = MathF.Abs(MathF.IEEERemainder(a1 - a2, MathF.PI * 2f)) < EPS;
bool sameEl = MathF.Abs(e1 - e2) < EPS;
if (sameAz && sameEl) {
// Distances may differ; average distance but keep exact angles from v1
float rAvgExact = 0.5f * (v1.distance + v2.distance);
return new Spherical(rAvgExact, v1.direction);
}
// Horizontal unit-circle sum
float cx = MathF.Cos(a1) + MathF.Cos(a2);
float cy = MathF.Sin(a1) + MathF.Sin(a2);
// Vertical as z = sin(el)
float z1 = MathF.Sin(e1);
float z2 = MathF.Sin(e2);
float cz = z1 + z2;
// Magnitude of summed unit-direction vectors
float sumX = cx;
float sumY = cy;
float sumZ = cz;
float magSum = MathF.Sqrt(sumX * sumX + sumY * sumY + sumZ * sumZ);
// If the two direction unit-vectors cancel (or nearly), return zero distance.
if (magSum < EPS) {
return Spherical.Radians(0f, 0f, 0f);
}
// Normalized averaged direction components
float ux = sumX / magSum;
float uy = sumY / magSum;
float uz = sumZ / magSum;
// Compute averaged angles from normalized vector
float azAvgRad = MathF.Atan2(uy, ux);
float elAvgRad = MathF.Asin(Float.Clamp(uz, -1f, 1f));
// Average distance (arithmetic mean)
float rAvg = 0.5f * (v1.distance + v2.distance);
return Spherical.Radians(rAvg, azAvgRad, elAvgRad);
}
public static Spherical Sum(List vectors) {
if (vectors == null || vectors.Count == 0)
throw new ArgumentException("vectors must contain at least one element", nameof(vectors));
#if UNITY_5_3_OR_NEWER
Vector3 sum = Vector3.zero;
#else
Vector3Float sum = Vector3Float.zero;
#endif
foreach (Spherical v in vectors)
sum += v.ToVector3();
return FromVector3(sum);
}
public static Spherical Average(List vectors) {
if (vectors == null || vectors.Count == 0)
throw new ArgumentException("vectors must contain at least one element", nameof(vectors));
#if UNITY_5_3_OR_NEWER
Vector3 sum = Vector3.zero;
#else
Vector3Float sum = Vector3Float.zero;
#endif
int n = 0;
foreach (Spherical v in vectors) {
sum += v.ToVector3();
n++;
}
var avg = sum / n;
// if (avg.sqrMagnitude == 0f)
// return new Spherical(0f, new Direction(AngleFloat.Radians(0f), AngleFloat.Radians(0f)));
// else
return FromVector3(avg);
}
}
}