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Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
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@@ -2146,7 +2146,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
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if (soft_shadow_angle > 0.0) {
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float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
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soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
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soft_shadow_expand = Math::tan(Math::deg_to_rad(soft_shadow_angle)) * z_range;
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x_max += soft_shadow_expand;
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y_max += soft_shadow_expand;
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@@ -3125,8 +3125,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
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float angle = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
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float w = radius * Math::sin(Math::deg2rad(angle));
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float d = radius * Math::cos(Math::deg2rad(angle));
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float w = radius * Math::sin(Math::deg_to_rad(angle));
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float d = radius * Math::cos(Math::deg_to_rad(angle));
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Vector3 base = ins->transform.origin - ins->transform.basis.get_column(2).normalized() * d;
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