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Fix coordinates
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@ -7,20 +7,17 @@ namespace NewHorizons.Utility
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// Using the phi and theta convention used on https://mathworld.wolfram.com/SphericalCoordinates.html (Mathematics not physics convention)
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public static Vector3 CartesianToSpherical(Vector3 v)
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{
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// y is up in unity
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var x = v.y;
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var y = v.z;
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var z = v.x;
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// Y is up in unity
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float dist = Mathf.Sqrt(x * x + y * y + z * z);
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float dist = Mathf.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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// theta
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float longitude = 180f;
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if (x > 0) longitude = Mathf.Rad2Deg * Mathf.Atan(y / x);
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if (x < 0) longitude = Mathf.Rad2Deg * (Mathf.Atan(y / x) + Mathf.PI);
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if (v.x > 0) longitude = Mathf.Rad2Deg * Mathf.Atan(v.z / v.x);
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if (v.x < 0) longitude = Mathf.Rad2Deg * (Mathf.Atan(v.z / v.x) + Mathf.PI);
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// phi
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float latitude = (Mathf.Rad2Deg * Mathf.Acos(z / dist));
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float latitude = (Mathf.Rad2Deg * Mathf.Acos(v.y / dist));
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return new Vector3(longitude, latitude, dist);
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}
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@ -35,10 +32,10 @@ namespace NewHorizons.Utility
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var phi = Mathf.Deg2Rad * latitude;
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var x = r * Mathf.Cos(theta) * Mathf.Sin(phi);
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var y = r * Mathf.Sin(theta) * Mathf.Sin(phi);
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var z = r * Mathf.Cos(phi);
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var z = r * Mathf.Sin(theta) * Mathf.Sin(phi);
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var y = r * Mathf.Cos(phi);
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return new Vector3(z, x, y);
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return new Vector3(x, y, z);
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}
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}
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}
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