Quote:Original post by EmptyVoidIf you're new to C++ (and/or programming in general), you might have some trouble trying to adapt those functions. Yes, the code is standard C++, but there are some external dependencies, so you won't be able to compile the code as is. What you'll have to do instead, most likely, is examine the functions to see how the conversions are being performed, and then re-write your own code using the same steps.
Is that better? also I don't know what most of those functions do can you make that with the C++ math library "math.h" as I said not very good with C++ more of a VB person. if not how do I use the code above is it a function? or is it some from of cool data type converter that I had no idea C++ could do? also this is the error I get when I run the code:
------ Build started: Project: nam, Configuration: Debug Win32 ------
Compiling...
nam.cpp
c:\documents and settings\steven batchelor\my documents\visual studio 2005\projects\nam\nam\nam.cpp(16) : error C2061: syntax error : identifier 'SphericalType'
Build log was saved at "file://c:\Documents and Settings\Steven Batchelor\My Documents\Visual Studio 2005\Projects\nam\nam\Debug\BuildLog.htm"
nam - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Converting a 2D Sphere Coordinate Into a 3D Normal.
Converting from (latitude, longitude) to (x,y,z) is not hard:
x = cos(latitude) * sin(longitude)
y = sin(latitude)
z = cos(latitude) * cos(longitude)
That's your normal (and also the point itself, if the sphere is centered at (0,0,0) and has radius 1).
x = cos(latitude) * sin(longitude)
y = sin(latitude)
z = cos(latitude) * cos(longitude)
That's your normal (and also the point itself, if the sphere is centered at (0,0,0) and has radius 1).
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement