Further vector3 conversion fixes
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@ -13,13 +13,6 @@ Spherical::Spherical() {
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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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// {
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// this->horizontalAngle = polarAngle;
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// this->verticalAngle = elevationAngle;
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// this->distance = distance;
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// }
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Spherical::Spherical(Polar polar) {
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this->horizontalAngle = polar.angle;
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this->verticalAngle = 0.0F;
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@ -32,8 +25,13 @@ Spherical::Spherical(float distance, Angle horizontalAngle, Angle verticalAngle)
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Spherical::Spherical(Vector3 v) {
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distance = v.magnitude();
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verticalAngle = 90 - acosf(v.y / distance) * Angle::Rad2Deg;
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horizontalAngle = atanf(v.x / v.z) * Angle::Rad2Deg;
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if (distance == 0.0f) {
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verticalAngle = 0;
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horizontalAngle = 0;
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} else {
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verticalAngle = (90 - acosf(v.y / distance) * Angle::Rad2Deg);
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horizontalAngle = atan2f(v.x, v.z) * Angle::Rad2Deg;
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}
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}
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const Spherical Spherical::zero = Spherical(0.0F, (Angle)0.0F, (Angle)0.0F);
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@ -36,7 +36,7 @@ TEST(Spherical, ToVector3) {
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Vector3 r = s.ToVector3();
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EXPECT_FLOAT_EQ(r.x, 0.0F) << "toVector3.x 0 0 1";
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EXPECT_FLOAT_EQ(r.y, 0.0F) << "toVector3.y 0 0 1";
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EXPECT_NEAR(r.y, 0.0F, 1.0e-06) << "toVector3.y 0 0 1";
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EXPECT_FLOAT_EQ(r.z, 1.0F) << "toVector3.z 0 0 1";
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v = Vector3(0, 1, 0);
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@ -52,41 +52,48 @@ TEST(Spherical, ToVector3) {
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r = s.ToVector3();
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EXPECT_FLOAT_EQ(r.x, 1.0F) << "toVector3.x 1 0 0";
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EXPECT_FLOAT_EQ(r.y, 0.0F) << "toVector3.y 1 0 0";
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EXPECT_NEAR(r.y, 0.0F, 1.0e-06) << "toVector3.y 1 0 0";
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EXPECT_NEAR(r.z, 0.0F, 1.0e-06) << "toVector3.z 1 0 0";
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}
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TEST(Spherical, Incident1) {
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Vector3 v = Vector3(2.242557f, 1.027884f, -0.322347f);
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Spherical s = Spherical(v);
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Vector3 r = s.ToVector3();
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EXPECT_NEAR(r.x, v.x, 1.0e-06) << "toVector3.x 1 0 0";
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EXPECT_NEAR(r.y, v.y, 1.0e-06) << "toVector3.y 1 0 0";
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EXPECT_NEAR(r.z, v.z, 1.0e-06) << "toVector3.z 1 0 0";
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Spherical sr = Spherical(2.49F, 98.18f, 24.4F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-01);
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EXPECT_NEAR(s.horizontalAngle, sr.horizontalAngle, 1.0e-02);
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EXPECT_NEAR(s.verticalAngle, sr.verticalAngle, 1.0e-02);
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Vector3 r = sr.ToVector3();
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EXPECT_NEAR(r.x, v.x, 1.0e-02) << "toVector3.x 1 0 0";
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EXPECT_NEAR(r.y, v.y, 1.0e-02) << "toVector3.y 1 0 0";
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EXPECT_NEAR(r.z, v.z, 1.0e-02) << "toVector3.z 1 0 0";
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}
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TEST(Spherical, Incident2) {
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Vector3 v = Vector3(1.0f, 0.0f, 1.0f);
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Spherical s = Spherical(v);
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Vector3 r = s.ToVector3();
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EXPECT_NEAR(s.distance, 1.4142135623F, 1.0e-05);
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EXPECT_NEAR(s.horizontalAngle, 45.0F, 1.0e-05);
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EXPECT_NEAR(s.verticalAngle, 0.0F, 1.0e-05);
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Spherical sr = Spherical(1.4142135623F, 45.0f, 0.0F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontalAngle, sr.horizontalAngle, 1.0e-05);
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EXPECT_NEAR(s.verticalAngle, sr.verticalAngle, 1.0e-05);
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Vector3 r = sr.ToVector3();
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EXPECT_NEAR(r.x, v.x, 1.0e-06);
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EXPECT_NEAR(r.y, v.y, 1.0e-06);
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EXPECT_NEAR(r.z, v.z, 1.0e-06);
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v = Vector3(0.0f, 1.0f, 1.0f);
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s = Spherical(v);
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r = s.ToVector3();
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EXPECT_NEAR(s.distance, 1.4142135623F, 1.0e-05);
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EXPECT_NEAR(s.horizontalAngle, 0.0F, 1.0e-05);
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EXPECT_NEAR(s.verticalAngle, 45.0F, 1.0e-05);
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sr = Spherical(1.4142135623F, 0.0f, 45.0F);
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EXPECT_NEAR(s.distance, sr.distance, 1.0e-05);
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EXPECT_NEAR(s.horizontalAngle, sr.horizontalAngle, 1.0e-05);
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EXPECT_NEAR(s.verticalAngle, sr.verticalAngle, 1.0e-05);
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r = sr.ToVector3();
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EXPECT_NEAR(r.x, v.x, 1.0e-06);
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EXPECT_NEAR(r.y, v.y, 1.0e-06);
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EXPECT_NEAR(r.z, v.z, 1.0e-06);
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@ -95,9 +102,9 @@ TEST(Spherical, Incident2) {
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s = Spherical(v);
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r = s.ToVector3();
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EXPECT_NEAR(s.distance, 1.73205080F, 1.0e-06);
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EXPECT_NEAR(s.distance, 1.73205080F, 1.0e-02);
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EXPECT_NEAR(s.horizontalAngle, 45.0F, 1.0e-02);
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// EXPECT_NEAR(s.verticalAngle, 35.26F, 1.0e-06);
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EXPECT_NEAR(s.verticalAngle, 35.26F, 1.0e-02);
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EXPECT_NEAR(r.x, v.x, 1.0e-06);
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EXPECT_NEAR(r.y, v.y, 1.0e-06);
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