134 lines
5.1 KiB
C#

using System;
#if UNITY_5_3_OR_NEWER
//using Vector3Float = UnityEngine.Vector3;
using Vector3 = UnityEngine.Vector3;
#endif
namespace LinearAlgebra {
/// <summary>
/// A spherical vector
/// </summary>
public class Spherical {
/// <summary>
/// Create a default vector with zero distance
/// </summary>
public Spherical() {
this.distance = 0;
this.direction = new Direction();
}
/// <summary>
/// Create a spherical vector
/// </summary>
/// <param name="distance">The distance in meters</param>
/// <param name="direction">The direction of the vector</param>
public Spherical(float distance, Direction direction) {
this.distance = distance;
this.direction = direction;
}
/// <summary>
/// Create spherical vector. All given angles are in degrees
/// </summary>
/// <param name="distance">The distance in meters</param>
/// <param name="horizontal">The horizontal angle in degrees</param>
/// <param name="vertical">The vertical angle in degrees</param>
/// <returns></returns>
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;
}
/// <summary>
/// The distance in meters
/// </summary>
/// @remark The distance should never be negative
public float distance;
/// <summary>
/// The direction of the vector
/// </summary>
public Direction direction;
/// <summary>
/// A spherical vector with zero degree angles and distance
/// </summary>
public readonly static Spherical zero = new(0, Direction.forward);
/// <summary>
/// A normalized forward-oriented vector
/// </summary>
public readonly static Spherical forward = new(1, Direction.forward);
// public static Spherical FromVector3Float(Vector3Float v) {
// float distance = v.magnitude;
// if (distance == 0.0f)
// return Spherical.zero;
// else {
// float verticalAngle = (float)((Angle.pi / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg);
// float horizontalAngle = (float)Math.Atan2(v.x, v.z) * Angle.Rad2Deg;
// return Spherical.Degrees(distance, horizontalAngle, verticalAngle);
// }
// }
public static Spherical FromVector3(Vector3 v) {
float distance = v.magnitude;
if (distance == 0.0f)
return Spherical.zero;
else {
float verticalAngle = (float)((Angle.pi / 2 - Math.Acos(v.y / distance)) * Angle.Rad2Deg);
float horizontalAngle = (float)Math.Atan2(v.x, v.z) * Angle.Rad2Deg;
return Spherical.Degrees(distance, horizontalAngle, verticalAngle);
}
}
// public Vector3Float ToVector3Float() {
// float verticalRad = (Angle.pi / 2) - this.direction.vertical * Angle.Deg2Rad;
// float horizontalRad = this.direction.horizontal * Angle.Deg2Rad;
// 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);
// return v;
// }
public Vector3 ToVector3() {
float verticalRad = (Angle.pi / 2) - this.direction.vertical * Angle.Deg2Rad;
float horizontalRad = this.direction.horizontal * Angle.Deg2Rad;
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;
Vector3 v = new(x, y, z);
return v;
}
public static Spherical operator +(Spherical s1, Spherical s2) {
// let's do it the easy way...
Vector3 v1 = s1.ToVector3();
Vector3 v2 = s2.ToVector3();
Vector3 v = v1 + v2;
Spherical r = FromVector3(v);
return r;
}
}
}