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Core: Use Math namespace for constants
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@@ -393,22 +393,22 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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int lats = 32;
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int lons = 32;
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const double lat_step = Math_TAU / lats;
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const double lon_step = Math_TAU / lons;
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const double lat_step = Math::TAU / lats;
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const double lon_step = Math::TAU / lons;
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real_t radius = 1.0;
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Vector2> uvs;
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Vector<real_t> tangents;
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Basis tt = Basis(Vector3(0, 1, 0), Math_PI * 0.5);
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Basis tt = Basis(Vector3(0, 1, 0), Math::PI * 0.5);
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for (int i = 1; i <= lats; i++) {
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double lat0 = lat_step * (i - 1) - Math_TAU / 4;
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double lat0 = lat_step * (i - 1) - Math::TAU / 4;
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double z0 = Math::sin(lat0);
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double zr0 = Math::cos(lat0);
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double lat1 = lat_step * i - Math_TAU / 4;
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double lat1 = lat_step * i - Math::TAU / 4;
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double z1 = Math::sin(lat1);
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double zr1 = Math::cos(lat1);
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@@ -433,7 +433,7 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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vertices.push_back(v[m_idx] * radius); \
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{ \
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Vector2 uv(Math::atan2(v[m_idx].x, v[m_idx].z), Math::atan2(-v[m_idx].y, v[m_idx].z)); \
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uv /= Math_PI; \
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uv /= Math::PI; \
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uv *= 4.0; \
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uv = uv * 0.5 + Vector2(0.5, 0.5); \
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uvs.push_back(uv); \
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@@ -736,8 +736,8 @@ Ref<Texture2D> EditorMeshPreviewPlugin::generate(const Ref<Resource> &p_from, co
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Vector3 ofs = aabb.get_center();
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aabb.position -= ofs;
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Transform3D xform;
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xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI * 0.125);
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xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI * 0.125) * xform.basis;
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xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math::PI * 0.125);
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xform.basis = Basis().rotated(Vector3(1, 0, 0), Math::PI * 0.125) * xform.basis;
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AABB rot_aabb = xform.xform(aabb);
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real_t m = MAX(rot_aabb.size.x, rot_aabb.size.y) * 0.5;
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if (m == 0) {
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