62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
#include "Spherical.h"
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#include "Angle.h"
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#include "Quaternion.h"
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#include <math.h>
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// using Angle = float;
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Spherical::Spherical() {
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this->horizontalAngle = 0;
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this->verticalAngle = 0;
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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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this->distance = polar.distance;
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}
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Spherical::Spherical(float distance, Angle horizontalAngle, Angle verticalAngle)
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: distance(distance), horizontalAngle(horizontalAngle),
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verticalAngle(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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}
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const Spherical Spherical::zero = Spherical(0.0F, (Angle)0.0F, (Angle)0.0F);
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float Spherical::GetSwing() {
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// Not sure if this is correct
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return sqrtf(horizontalAngle * horizontalAngle +
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verticalAngle * verticalAngle);
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}
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Polar Spherical::ProjectOnHorizontalPlane() {
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return Polar(horizontalAngle, distance);
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}
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Vector3 Spherical::ToVector3() {
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float verticalRad = (90 - verticalAngle) * Angle::Deg2Rad;
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float horizontalRad = horizontalAngle * Angle::Deg2Rad;
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float cosVertical = cosf(verticalRad);
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float sinVertical = sinf(verticalRad);
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float cosHorizontal = cosf(horizontalRad);
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float sinHorizontal = sinf(horizontalRad);
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Vector3 v = Vector3(this->distance * sinVertical * sinHorizontal,
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this->distance * cosVertical,
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this->distance * sinVertical * cosHorizontal);
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return v;
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} |