using UnityEngine; namespace Passer.LinearAlgebra { public class Spherical { public float distance; public Direction direction; public static Spherical zero = new(0, 0, 0); public static Spherical forward = new(1, 0, 0); public Spherical(float distance, float horizontal, float vertical) { this.distance = distance; this.direction = new Direction(horizontal, vertical); } public Spherical(float distance, Direction direction) { this.distance = distance; this.direction = direction; } public static Spherical FromVector3(Vector3 v) { float distance = v.magnitude; if (distance == 0.0f) return new Spherical(distance, 0, 0); else { float verticalAngle = (Mathf.PI / 2 - Mathf.Acos(v.y / distance)) * Mathf.Rad2Deg; float horizontalAngle = Mathf.Atan2(v.x, v.z) * Mathf.Rad2Deg; return new Spherical(distance, horizontalAngle, verticalAngle); } } public Vector3 ToVector3() { float verticalRad = (UnityEngine.Mathf.PI / 2) - this.direction.vertical * UnityEngine.Mathf.Deg2Rad; float horizontalRad = this.direction.horizontal * UnityEngine.Mathf.Deg2Rad; float cosVertical = UnityEngine.Mathf.Cos(verticalRad); float sinVertical = UnityEngine.Mathf.Sin(verticalRad); float cosHorizontal = UnityEngine.Mathf.Cos(horizontalRad); float sinHorizontal = UnityEngine.Mathf.Sin(horizontalRad); float x = this.distance * sinVertical * sinHorizontal; float y = this.distance * cosVertical; float z = this.distance * sinVertical * cosHorizontal; Vector3 v = new Vector3(x, y, z); return v; } } }