Sets a Spherical from Cartesian Vec3 coordinates (Three.js / OpenGL convention): r = sqrt(x² + y² + z²) theta = atan2(x, z) (azimuthal angle in XZ plane from +Z) phi = acos(y / r) (polar angle from +Y)
the receiving Spherical
the source Vec3
out
Sets a Spherical from Cartesian Vec3 coordinates (Three.js / OpenGL convention): r = sqrt(x² + y² + z²) theta = atan2(x, z) (azimuthal angle in XZ plane from +Z) phi = acos(y / r) (polar angle from +Y)