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November 22, 2017 22:29
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Implementation of spherical coordinates in C# (based on https://github.com/mrdoob/three.js/blob/master/src/math/Spherical.js)
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using UnityEngine; | |
public struct Spherical { | |
public float Radius; | |
public float Phi; | |
public float Theta; | |
Spherical( float radius = 1f, float phi = 0f, float theta = 0f ) { | |
Radius = radius; | |
Phi = phi; | |
Theta = theta; | |
} | |
public Spherical SetFromVector3( Vector3 vector ) { | |
Radius = vector.magnitude; | |
if ( Radius == 0f ) { | |
Theta = 0f; | |
Phi = 0f; | |
} else { | |
Theta = Mathf.Atan2( vector.x, vector.z ); | |
Phi = Mathf.Acos( Mathf.Clamp( vector.y / Radius, - 1, 1 ) ); | |
} | |
return this; | |
} | |
public Vector3 SetVector3( ref Vector3 target ) { | |
var sinPhiRadius = Mathf.Sin( Phi ) * Radius; | |
target.x = sinPhiRadius * Mathf.Sin( Theta ); | |
target.y = Mathf.Cos( Phi ) * Radius; | |
target.z = sinPhiRadius * Mathf.Cos( Theta ); | |
return target; | |
} | |
public static Spherical FromVector3( Vector3 vector ) { | |
return new Spherical().SetFromVector3( vector ); | |
} | |
} |
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Obviously all credit goes to bhouston and WestLangley for writing the THREE.js implementation.