7
// Assume the spherical coordinate system relatively to a right handed xyz,
10
// 0 <= theta < 360 ->>> along X axis, theta = 0.
11
Vector3 SphericalToCartesianXBaseDeg(float r, float theta, float phi);
12
Vector3 SphericalToCartesianXBaseRad(float r, float theta, float phi);
14
// Assume the spherical coordinate system relatively to a right handed xyz,
15
// with Y pointing up.
17
// 0 <= theta < 360 ->>> along Z axis, theta = 0.
18
Vector3 SphericalToCartesianZBaseDeg(float r, float theta, float phi);
19
Vector3 SphericalToCartesianZBaseRad(float r, float theta, float phi);
21
Vector3 CartesianToSphericalXBaseRad(float x, float y, float z);
22
Vector3 CartesianToSphericalZBaseDeg(float x, float y, float z);
29
#endif // TRIGONOMETRY_H
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