void TIESpherical(M3DVector3f rectangular, M3DVector3f spherical) {
	
	float rho	= m3dGetVectorLengthf(rectangular);
	float theta	= atan2f(rectangular[1], rectangular[0]) + M_PI;
	float phi	= acosf(rectangular[2]/rho);
	
    spherical[0] = rho;
    spherical[1] = theta;
    spherical[2] = phi;
	
}
Example #2
0
void m3dNormalizeVectorf(M3DVector3f u) { 
	m3dScaleVector3f(u, 1.0f / m3dGetVectorLengthf(u)); 
}