Spherical coordinates provide another system for describing locations in 3-D. It uses the coordinate
r,
q (theta) and
f (phi). Like polar coordinates it makes use of a
radial coordinate. The length of the line joining the point to origin is the coordinate
r. This same line subtends an angle
q (theta) with the y (up/down) axis. As in the cylindrical system
f (phi) determines the angular coordinate in the x-z plane. This is often referred to as the
azimuthal coordinate.
Here is a patch that lets you play with 3-D spherical coordinates. The code is in the comments section. Since it uses cartesian coordinates we translate from spherical to cartesian as we send messages to
OpenGL.
Here is how spherical and cartesian coordinates are related:
x = r cos(q) cos(f)
z = r cos(q) sin(f)
y = r sin(q)
1 comment:
max v2;
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