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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

@@ -240,15 +240,15 @@ RID RenderingServer::_make_test_cube() {
RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, real_t p_radius) {
Vector<Vector3> vertices;
Vector<Vector3> normals;
const double lat_step = Math_TAU / p_lats;
const double lon_step = Math_TAU / p_lons;
const double lat_step = Math::TAU / p_lats;
const double lon_step = Math::TAU / p_lons;
for (int i = 1; i <= p_lats; i++) {
double lat0 = lat_step * (i - 1) - Math_TAU / 4;
double lat0 = lat_step * (i - 1) - Math::TAU / 4;
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = lat_step * i - Math_TAU / 4;
double lat1 = lat_step * i - Math::TAU / 4;
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
@@ -327,9 +327,9 @@ void _get_axis_angle(const Vector3 &p_normal, const Vector4 &p_tangent, float &r
r_angle = float(angle);
if (d < 0.0) {
r_angle = CLAMP((1.0 - r_angle / Math_PI) * 0.5, 0.0, 0.49999);
r_angle = CLAMP((1.0 - r_angle / Math::PI) * 0.5, 0.0, 0.49999);
} else {
r_angle = CLAMP((r_angle / Math_PI) * 0.5 + 0.5, 0.500008, 1.0);
r_angle = CLAMP((r_angle / Math::PI) * 0.5 + 0.5, 0.500008, 1.0);
}
}
@@ -337,7 +337,7 @@ void _get_axis_angle(const Vector3 &p_normal, const Vector4 &p_tangent, float &r
// and p_angle includes the binormal direction.
void _get_tbn_from_axis_angle(const Vector3 &p_axis, float p_angle, Vector3 &r_normal, Vector4 &r_tangent) {
float binormal_sign = p_angle > 0.5 ? 1.0 : -1.0;
float angle = Math::abs(p_angle * 2.0 - 1.0) * Math_PI;
float angle = Math::abs(p_angle * 2.0 - 1.0) * Math::PI;
Basis tbn = Basis(p_axis, angle);
Vector3 tan = tbn.rows[0];