CoordinateUtilities.cs: match shader jank

This commit is contained in:
JohnCorby 2023-04-21 19:43:44 -07:00
parent 468126b9b0
commit cfd1fda28e
4 changed files with 16 additions and 24 deletions

View File

@ -125,7 +125,7 @@ namespace NewHorizons.Builder.Body.Geometry
v.z = v2.z * Mathf.Sqrt(1f - x2 / 2f - y2 / 2f + x2 * y2 / 3f);
// The shader uses real coords
var sphericals = CoordinateUtilities.CartesianToSpherical(v, false);
var sphericals = CoordinateUtilities.CartesianToSpherical(v, true);
float longitude = sphericals.x;
float latitude = sphericals.y;

View File

@ -161,7 +161,7 @@ namespace NewHorizons.Builder.Body
var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
if (superGroup != null) cubeSphere.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
// rotate for back compat :P
// rotate for backwards compat :P
cubeSphere.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(0, -90, 0));
cubeSphere.transform.position = planetGO.transform.position;

View File

@ -98,7 +98,7 @@ namespace NewHorizons.Builder.Props
var height = radius;
if (heightMapTexture != null)
{
var sphericals = CoordinateUtilities.CartesianToSpherical(point, false);
var sphericals = CoordinateUtilities.CartesianToSpherical(point, true);
float longitude = sphericals.x;
float latitude = sphericals.y;

View File

@ -5,22 +5,23 @@ namespace NewHorizons.Utility.Geometry
{
// Longitude and latitude are in degrees
// Using the phi and theta convention used on https://mathworld.wolfram.com/SphericalCoordinates.html (Mathematics not physics convention)
public static Vector3 CartesianToSpherical(Vector3 v, bool useUnityCoords = true)
public static Vector3 CartesianToSpherical(Vector3 v, bool useShaderCoords = false)
{
float x, y, z;
if (useUnityCoords)
if (useShaderCoords)
{
// shader does some jank stuff to match standard shader
x = -v.z;
y = v.x;
z = -v.y;
}
else
{
// Y is up in unity
x = v.x;
y = v.z;
z = v.y;
}
else
{
x = v.x;
y = v.y;
z = v.z;
}
float dist = Mathf.Sqrt(x * x + y * y + z * z);
@ -33,7 +34,7 @@ namespace NewHorizons.Utility.Geometry
return new Vector3(longitude, latitude, dist);
}
public static Vector3 SphericalToCartesian(Vector3 v, bool useUnityCoords = true)
public static Vector3 SphericalToCartesian(Vector3 v)
{
var longitude = v.x;
var latitude = v.y;
@ -44,18 +45,9 @@ namespace NewHorizons.Utility.Geometry
float x, y, z;
if (useUnityCoords)
{
x = r * Mathf.Cos(theta) * Mathf.Sin(phi);
z = r * Mathf.Sin(theta) * Mathf.Sin(phi);
y = r * Mathf.Cos(phi);
}
else
{
x = r * Mathf.Cos(theta) * Mathf.Sin(phi);
y = r * Mathf.Sin(theta) * Mathf.Sin(phi);
z = r * Mathf.Cos(phi);
}
x = r * Mathf.Cos(theta) * Mathf.Sin(phi);
z = r * Mathf.Sin(theta) * Mathf.Sin(phi);
y = r * Mathf.Cos(phi);
return new Vector3(x, y, z);
}