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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Core: Use Math namespace for constants

This commit is contained in:
Thaddeus Crews
2025-04-10 11:21:05 -05:00
parent 06c71fbf40
commit 94282d88f9
181 changed files with 812 additions and 818 deletions

View File

@@ -744,7 +744,7 @@ Vector<Plane> Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height
Vector<Plane> planes;
const double sides_step = Math_TAU / p_sides;
const double sides_step = Math::TAU / p_sides;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
@@ -775,7 +775,7 @@ Vector<Plane> Geometry3D::build_sphere_planes(real_t p_radius, int p_lats, int p
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
const double lon_step = Math_TAU / p_lons;
const double lon_step = Math::TAU / p_lons;
for (int i = 0; i < p_lons; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * lon_step);
@@ -806,7 +806,7 @@ Vector<Plane> Geometry3D::build_capsule_planes(real_t p_radius, real_t p_height,
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
const double sides_step = Math_TAU / p_sides;
const double sides_step = Math::TAU / p_sides;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
@@ -862,7 +862,6 @@ Vector<Vector3> Geometry3D::compute_convex_mesh_points(const Plane *p_planes, in
}
#define square(m_s) ((m_s) * (m_s))
#define INF 1e20
/* dt of 1d function using squared distance */
static void edt(float *f, int stride, int n) {
@@ -872,8 +871,8 @@ static void edt(float *f, int stride, int n) {
int k = 0;
v[0] = 0;
z[0] = -INF;
z[1] = +INF;
z[0] = -Math::INF;
z[1] = +Math::INF;
for (int q = 1; q <= n - 1; q++) {
float s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
while (s <= z[k]) {
@@ -884,7 +883,7 @@ static void edt(float *f, int stride, int n) {
v[k] = q;
z[k] = s;
z[k + 1] = +INF;
z[k + 1] = +Math::INF;
}
k = 0;
@@ -909,7 +908,7 @@ Vector<uint32_t> Geometry3D::generate_edf(const Vector<bool> &p_voxels, const Ve
float *work_memory = memnew_arr(float, float_count);
for (uint32_t i = 0; i < float_count; i++) {
work_memory[i] = INF;
work_memory[i] = Math::INF;
}
uint32_t y_mult = p_size.x;