extends Node # spos.x = lat, spos.y=lon, spos.z=height func latLonToGlobal(spos: Vector3, offset:=Vector3(), origin:=Vector3()): var height = spos.z + offset.z var latPos = spos.x var lonPos = spos.y var lat = float(latPos+offset.x)*PI/180.0 var w = cos(lat) var y = sin(lat) var lon = float(lonPos+offset.y)*PI/180.0 var x = sin(lon) var z = cos(lon) return Vector3(x * height * w, y*height, z * height * w)-origin func globalToLatLon(pos: Vector3, offset=Vector3()): var height=pos.length() height = height + offset.z var lon : float = 0.0 if pos.z != 0: #and abs(x/z) < 1: lon = atan2(pos.x,pos.z)*180.0/PI var lat : float = sign(pos.y)*90.0 if abs(pos.y) < height: lat = asin(pos.y/height)*180.0/PI #print("x:"+str(x)+" y:"+str(y)+" z:"+str(z))) #print("lat:"+str(lat)+" lon:"+str(lon)) return Vector3(lat, lon, height) func relativeToAbsolute(rel = float()): var absolute = float() absolute = rel+180-(sign(rel)*180) return absolute func posToChunkPos(pos): return Vector2(int(pos.x), int(pos.y)) #func globalToRad(pos: Vector3): # var floor_normal = pos - Vector3() # floor_normal = floor_normal.normalized() # floor_normal.basis.