Use Math_TAU and deg2rad/rad2deg in more places and optimize code
This commit is contained in:
parent
98ccaa1bad
commit
1d5042c9e2
|
@ -80,7 +80,7 @@ void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_
|
|||
}
|
||||
|
||||
real_t sine, cotangent, deltaZ;
|
||||
real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
|
||||
real_t radians = Math::deg2rad(p_fovy_degrees / 2.0);
|
||||
|
||||
deltaZ = p_z_far - p_z_near;
|
||||
sine = Math::sin(radians);
|
||||
|
@ -107,7 +107,7 @@ void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_
|
|||
|
||||
real_t left, right, modeltranslation, ymax, xmax, frustumshift;
|
||||
|
||||
ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f);
|
||||
ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0));
|
||||
xmax = ymax * p_aspect;
|
||||
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
|
||||
|
||||
|
|
|
@ -777,10 +777,11 @@ Vector<Plane> Geometry3D::build_box_planes(const Vector3 &p_extents) {
|
|||
Vector<Plane> Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) {
|
||||
Vector<Plane> planes;
|
||||
|
||||
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 * (2.0 * Math_PI) / p_sides);
|
||||
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
|
||||
normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
|
||||
normal[(p_axis + 2) % 3] = Math::sin(i * sides_step);
|
||||
|
||||
planes.push_back(Plane(normal, p_radius));
|
||||
}
|
||||
|
@ -805,10 +806,11 @@ 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;
|
||||
for (int i = 0; i < p_lons; i++) {
|
||||
Vector3 normal;
|
||||
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_lons);
|
||||
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_lons);
|
||||
normal[(p_axis + 1) % 3] = Math::cos(i * lon_step);
|
||||
normal[(p_axis + 2) % 3] = Math::sin(i * lon_step);
|
||||
|
||||
planes.push_back(Plane(normal, p_radius));
|
||||
|
||||
|
@ -835,10 +837,11 @@ 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;
|
||||
for (int i = 0; i < p_sides; i++) {
|
||||
Vector3 normal;
|
||||
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
|
||||
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
|
||||
normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
|
||||
normal[(p_axis + 2) % 3] = Math::sin(i * sides_step);
|
||||
|
||||
planes.push_back(Plane(normal, p_radius));
|
||||
|
||||
|
|
|
@ -223,11 +223,11 @@ public:
|
|||
return value;
|
||||
}
|
||||
|
||||
static _ALWAYS_INLINE_ double deg2rad(double p_y) { return p_y * Math_PI / 180.0; }
|
||||
static _ALWAYS_INLINE_ float deg2rad(float p_y) { return p_y * Math_PI / 180.0; }
|
||||
static _ALWAYS_INLINE_ double deg2rad(double p_y) { return p_y * (Math_PI / 180.0); }
|
||||
static _ALWAYS_INLINE_ float deg2rad(float p_y) { return p_y * (Math_PI / 180.0); }
|
||||
|
||||
static _ALWAYS_INLINE_ double rad2deg(double p_y) { return p_y * 180.0 / Math_PI; }
|
||||
static _ALWAYS_INLINE_ float rad2deg(float p_y) { return p_y * 180.0 / Math_PI; }
|
||||
static _ALWAYS_INLINE_ double rad2deg(double p_y) { return p_y * (180.0 / Math_PI); }
|
||||
static _ALWAYS_INLINE_ float rad2deg(float p_y) { return p_y * (180.0 / Math_PI); }
|
||||
|
||||
static _ALWAYS_INLINE_ double lerp(double p_from, double p_to, double p_weight) { return p_from + (p_to - p_from) * p_weight; }
|
||||
static _ALWAYS_INLINE_ float lerp(float p_from, float p_to, float p_weight) { return p_from + (p_to - p_from) * p_weight; }
|
||||
|
|
|
@ -844,7 +844,7 @@ static float _find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vec
|
|||
|
||||
//min_p = p_arc_xform.affine_inverse().xform(min_p);
|
||||
float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle();
|
||||
return a * 180.0 / Math_PI;
|
||||
return Math::rad2deg(a);
|
||||
}
|
||||
|
||||
void Light3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camera3D *p_camera, const Point2 &p_point) {
|
||||
|
@ -1033,12 +1033,9 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
p_gizmo->add_lines(points_primary, material_primary, false, color);
|
||||
p_gizmo->add_lines(points_secondary, material_secondary, false, color);
|
||||
|
||||
const float ra = 16 * Math_PI * 2.0 / 64.0;
|
||||
const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
|
||||
|
||||
Vector<Vector3> handles;
|
||||
handles.push_back(Vector3(0, 0, -r));
|
||||
handles.push_back(Vector3(a.x, a.y, -d));
|
||||
handles.push_back(Vector3(w, 0, -d));
|
||||
|
||||
p_gizmo->add_handles(handles, get_material("handles"));
|
||||
p_gizmo->add_unscaled_billboard(icon, 0.05, color);
|
||||
|
@ -1095,8 +1092,8 @@ void AudioStreamPlayer3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int
|
|||
float closest_angle = 1e20;
|
||||
|
||||
for (int i = 0; i < 180; i++) {
|
||||
float a = i * Math_PI / 180.0;
|
||||
float an = (i + 1) * Math_PI / 180.0;
|
||||
float a = Math::deg2rad((float)i);
|
||||
float an = Math::deg2rad((float)(i + 1));
|
||||
|
||||
Vector3 from(Math::sin(a), 0, -Math::cos(a));
|
||||
Vector3 to(Math::sin(an), 0, -Math::cos(an));
|
||||
|
@ -1145,9 +1142,10 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Vector<Vector3> points_primary;
|
||||
points_primary.resize(200);
|
||||
|
||||
real_t step = Math_TAU / 100.0;
|
||||
for (int i = 0; i < 100; i++) {
|
||||
const float a = i * 2.0 * Math_PI / 100.0;
|
||||
const float an = (i + 1) * 2.0 * Math_PI / 100.0;
|
||||
const float a = i * step;
|
||||
const float an = (i + 1) * step;
|
||||
|
||||
const Vector3 from(Math::sin(a) * radius, Math::cos(a) * radius, ofs);
|
||||
const Vector3 to(Math::sin(an) * radius, Math::cos(an) * radius, ofs);
|
||||
|
@ -1163,7 +1161,7 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
points_secondary.resize(16);
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
const float a = i * 2.0 * Math_PI / 8.0;
|
||||
const float a = i * (Math_TAU / 8.0);
|
||||
const Vector3 from(Math::sin(a) * radius, Math::cos(a) * radius, ofs);
|
||||
|
||||
points_secondary.write[i * 2 + 0] = from;
|
||||
|
@ -2616,8 +2614,8 @@ void GPUParticlesCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Vector<Vector3> collision_segments;
|
||||
|
||||
for (int i = 0; i < 64; i++) {
|
||||
float ra = i * Math_PI * 2.0 / 64.0;
|
||||
float rb = (i + 1) * Math_PI * 2.0 / 64.0;
|
||||
float ra = i * (Math_TAU / 64.0);
|
||||
float rb = (i + 1) * (Math_TAU / 64.0);
|
||||
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
|
||||
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
|
||||
|
||||
|
@ -3317,7 +3315,7 @@ void BakedLightmapGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
int stack_count = 8;
|
||||
int sector_count = 16;
|
||||
|
||||
float sector_step = 2 * Math_PI / sector_count;
|
||||
float sector_step = (Math_PI * 2.0) / sector_count;
|
||||
float stack_step = Math_PI / stack_count;
|
||||
|
||||
Vector<Vector3> vertices;
|
||||
|
@ -3454,7 +3452,7 @@ void LightmapProbeGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
int stack_count = 8;
|
||||
int sector_count = 16;
|
||||
|
||||
float sector_step = 2 * Math_PI / sector_count;
|
||||
float sector_step = (Math_PI * 2.0) / sector_count;
|
||||
float stack_step = Math_PI / stack_count;
|
||||
|
||||
Vector<Vector3> vertices;
|
||||
|
@ -3854,8 +3852,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Vector<Vector3> collision_segments;
|
||||
|
||||
for (int i = 0; i < 64; i++) {
|
||||
float ra = i * Math_PI * 2.0 / 64.0;
|
||||
float rb = (i + 1) * Math_PI * 2.0 / 64.0;
|
||||
float ra = i * (Math_TAU / 64.0);
|
||||
float rb = (i + 1) * (Math_TAU / 64.0);
|
||||
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
|
||||
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
|
||||
|
||||
|
@ -3939,8 +3937,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Vector<Vector3> collision_segments;
|
||||
|
||||
for (int i = 0; i < 64; i++) {
|
||||
float ra = i * Math_PI * 2.0 / 64.0;
|
||||
float rb = (i + 1) * Math_PI * 2.0 / 64.0;
|
||||
float ra = i * (Math_TAU / 64.0);
|
||||
float rb = (i + 1) * (Math_TAU / 64.0);
|
||||
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
|
||||
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
|
||||
|
||||
|
@ -4002,8 +4000,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Vector<Vector3> collision_segments;
|
||||
|
||||
for (int i = 0; i < 64; i++) {
|
||||
float ra = i * Math_PI * 2.0 / 64.0;
|
||||
float rb = (i + 1) * Math_PI * 2.0 / 64.0;
|
||||
float ra = i * (Math_TAU / 64.0);
|
||||
float rb = (i + 1) * (Math_TAU / 64.0);
|
||||
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
|
||||
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
|
||||
|
||||
|
|
|
@ -216,8 +216,8 @@ public:
|
|||
grid_step_x->set_value(p_grid_step.x);
|
||||
grid_step_y->set_value(p_grid_step.y);
|
||||
primary_grid_steps->set_value(p_primary_grid_steps);
|
||||
rotation_offset->set_value(p_rotation_offset * (180 / Math_PI));
|
||||
rotation_step->set_value(p_rotation_step * (180 / Math_PI));
|
||||
rotation_offset->set_value(Math::rad2deg(p_rotation_offset));
|
||||
rotation_step->set_value(Math::rad2deg(p_rotation_step));
|
||||
scale_step->set_value(p_scale_step);
|
||||
}
|
||||
|
||||
|
@ -225,8 +225,8 @@ public:
|
|||
p_grid_offset = Point2(grid_offset_x->get_value(), grid_offset_y->get_value());
|
||||
p_grid_step = Point2(grid_step_x->get_value(), grid_step_y->get_value());
|
||||
p_primary_grid_steps = int(primary_grid_steps->get_value());
|
||||
p_rotation_offset = rotation_offset->get_value() / (180 / Math_PI);
|
||||
p_rotation_step = rotation_step->get_value() / (180 / Math_PI);
|
||||
p_rotation_offset = Math::deg2rad(rotation_offset->get_value());
|
||||
p_rotation_step = Math::deg2rad(rotation_step->get_value());
|
||||
p_scale_step = scale_step->get_value();
|
||||
}
|
||||
};
|
||||
|
@ -5638,7 +5638,7 @@ CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) {
|
|||
primary_grid_steps = 8; // A power-of-two value works better as a default
|
||||
grid_step_multiplier = 0;
|
||||
snap_rotation_offset = 0;
|
||||
snap_rotation_step = 15 / (180 / Math_PI);
|
||||
snap_rotation_step = Math::deg2rad(15.0);
|
||||
snap_scale_step = 0.1f;
|
||||
smart_snap_active = false;
|
||||
grid_snap_active = false;
|
||||
|
|
|
@ -382,7 +382,9 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
|
|||
|
||||
int lats = 32;
|
||||
int lons = 32;
|
||||
float radius = 1.0;
|
||||
const double lat_step = Math_TAU / lats;
|
||||
const double lon_step = Math_TAU / lons;
|
||||
real_t radius = 1.0;
|
||||
|
||||
Vector<Vector3> vertices;
|
||||
Vector<Vector3> normals;
|
||||
|
@ -391,20 +393,20 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
|
|||
Basis tt = Basis(Vector3(0, 1, 0), Math_PI * 0.5);
|
||||
|
||||
for (int i = 1; i <= lats; i++) {
|
||||
double lat0 = Math_PI * (-0.5 + (double)(i - 1) / lats);
|
||||
double lat0 = lat_step * (i - 1) - Math_TAU / 4;
|
||||
double z0 = Math::sin(lat0);
|
||||
double zr0 = Math::cos(lat0);
|
||||
|
||||
double lat1 = Math_PI * (-0.5 + (double)i / lats);
|
||||
double lat1 = lat_step * i - Math_TAU / 4;
|
||||
double z1 = Math::sin(lat1);
|
||||
double zr1 = Math::cos(lat1);
|
||||
|
||||
for (int j = lons; j >= 1; j--) {
|
||||
double lng0 = 2 * Math_PI * (double)(j - 1) / lons;
|
||||
double lng0 = lon_step * (j - 1);
|
||||
double x0 = Math::cos(lng0);
|
||||
double y0 = Math::sin(lng0);
|
||||
|
||||
double lng1 = 2 * Math_PI * (double)(j) / lons;
|
||||
double lng1 = lon_step * j;
|
||||
double x1 = Math::cos(lng1);
|
||||
double y1 = Math::sin(lng1);
|
||||
|
||||
|
|
|
@ -5314,9 +5314,10 @@ void Node3DEditor::_init_indicators() {
|
|||
|
||||
int arrow_sides = 16;
|
||||
|
||||
const real_t arrow_sides_step = Math_TAU / arrow_sides;
|
||||
for (int k = 0; k < arrow_sides; k++) {
|
||||
Basis ma(ivec, Math_PI * 2 * float(k) / arrow_sides);
|
||||
Basis mb(ivec, Math_PI * 2 * float(k + 1) / arrow_sides);
|
||||
Basis ma(ivec, k * arrow_sides_step);
|
||||
Basis mb(ivec, (k + 1) * arrow_sides_step);
|
||||
|
||||
for (int j = 0; j < arrow_points - 1; j++) {
|
||||
Vector3 points[4] = {
|
||||
|
@ -5391,13 +5392,14 @@ void Node3DEditor::_init_indicators() {
|
|||
int n = 128; // number of circle segments
|
||||
int m = 6; // number of thickness segments
|
||||
|
||||
real_t step = Math_TAU / n;
|
||||
for (int j = 0; j < n; ++j) {
|
||||
Basis basis = Basis(ivec, (Math_PI * 2.0f * j) / n);
|
||||
Basis basis = Basis(ivec, j * step);
|
||||
|
||||
Vector3 vertex = basis.xform(ivec2 * GIZMO_CIRCLE_SIZE);
|
||||
|
||||
for (int k = 0; k < m; ++k) {
|
||||
Vector2 ofs = Vector2(Math::cos((Math_PI * 2.0 * k) / m), Math::sin((Math_PI * 2.0 * k) / m));
|
||||
Vector2 ofs = Vector2(Math::cos((Math_TAU * k) / m), Math::sin((Math_TAU * k) / m));
|
||||
Vector3 normal = ivec * ofs.x + ivec2 * ofs.y;
|
||||
|
||||
surftool->set_normal(basis.xform(normal));
|
||||
|
@ -5524,9 +5526,10 @@ void Node3DEditor::_init_indicators() {
|
|||
|
||||
int arrow_sides = 4;
|
||||
|
||||
const real_t arrow_sides_step = Math_TAU / arrow_sides;
|
||||
for (int k = 0; k < 4; k++) {
|
||||
Basis ma(ivec, Math_PI * 2 * float(k) / arrow_sides);
|
||||
Basis mb(ivec, Math_PI * 2 * float(k + 1) / arrow_sides);
|
||||
Basis ma(ivec, k * arrow_sides_step);
|
||||
Basis mb(ivec, (k + 1) * arrow_sides_step);
|
||||
|
||||
for (int j = 0; j < arrow_points - 1; j++) {
|
||||
Vector3 points[4] = {
|
||||
|
|
|
@ -927,25 +927,27 @@ CSGBrush *CSGSphere3D::_build_brush() {
|
|||
bool *invertw = invert.ptrw();
|
||||
|
||||
int face = 0;
|
||||
const double lat_step = Math_TAU / rings;
|
||||
const double lon_step = Math_TAU / radial_segments;
|
||||
|
||||
for (int i = 1; i <= rings; i++) {
|
||||
double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
|
||||
double lat0 = lat_step * (i - 1) - Math_TAU / 4;
|
||||
double z0 = Math::sin(lat0);
|
||||
double zr0 = Math::cos(lat0);
|
||||
double u0 = double(i - 1) / rings;
|
||||
|
||||
double lat1 = Math_PI * (-0.5 + (double)i / rings);
|
||||
double lat1 = lat_step * i - Math_TAU / 4;
|
||||
double z1 = Math::sin(lat1);
|
||||
double zr1 = Math::cos(lat1);
|
||||
double u1 = double(i) / rings;
|
||||
|
||||
for (int j = radial_segments; j >= 1; j--) {
|
||||
double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
|
||||
double lng0 = lon_step * (j - 1);
|
||||
double x0 = Math::cos(lng0);
|
||||
double y0 = Math::sin(lng0);
|
||||
double v0 = double(i - 1) / radial_segments;
|
||||
|
||||
double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
|
||||
double lng1 = lon_step * j;
|
||||
double x1 = Math::cos(lng1);
|
||||
double y1 = Math::sin(lng1);
|
||||
double v1 = double(i) / radial_segments;
|
||||
|
@ -1266,8 +1268,8 @@ CSGBrush *CSGCylinder3D::_build_brush() {
|
|||
float inc = float(i) / sides;
|
||||
float inc_n = float((i + 1)) / sides;
|
||||
|
||||
float ang = inc * Math_PI * 2.0;
|
||||
float ang_n = inc_n * Math_PI * 2.0;
|
||||
float ang = inc * Math_TAU;
|
||||
float ang_n = inc_n * Math_TAU;
|
||||
|
||||
Vector3 base(Math::cos(ang), 0, Math::sin(ang));
|
||||
Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
|
||||
|
@ -1508,8 +1510,8 @@ CSGBrush *CSGTorus3D::_build_brush() {
|
|||
float inci = float(i) / sides;
|
||||
float inci_n = float((i + 1)) / sides;
|
||||
|
||||
float angi = inci * Math_PI * 2.0;
|
||||
float angi_n = inci_n * Math_PI * 2.0;
|
||||
float angi = inci * Math_TAU;
|
||||
float angi_n = inci_n * Math_TAU;
|
||||
|
||||
Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
|
||||
Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
|
||||
|
@ -1518,8 +1520,8 @@ CSGBrush *CSGTorus3D::_build_brush() {
|
|||
float incj = float(j) / ring_sides;
|
||||
float incj_n = float((j + 1)) / ring_sides;
|
||||
|
||||
float angj = incj * Math_PI * 2.0;
|
||||
float angj_n = incj_n * Math_PI * 2.0;
|
||||
float angj = incj * Math_TAU;
|
||||
float angj_n = incj_n * Math_TAU;
|
||||
|
||||
Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
|
||||
Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
|
||||
|
@ -1891,8 +1893,8 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
|||
float inci = float(i) / spin_sides;
|
||||
float inci_n = float((i + 1)) / spin_sides;
|
||||
|
||||
float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
|
||||
float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
|
||||
float angi = -Math::deg2rad(inci * spin_degrees);
|
||||
float angi_n = -Math::deg2rad(inci_n * spin_degrees);
|
||||
|
||||
Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
|
||||
Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
|
||||
|
|
|
@ -131,10 +131,10 @@ Ref<Image> OpenSimplexNoise::get_seamless_image(int p_size) const {
|
|||
float ii = (float)i / (float)p_size;
|
||||
float jj = (float)j / (float)p_size;
|
||||
|
||||
ii *= 2.0 * Math_PI;
|
||||
jj *= 2.0 * Math_PI;
|
||||
ii *= Math_TAU;
|
||||
jj *= Math_TAU;
|
||||
|
||||
float radius = p_size / (2.0 * Math_PI);
|
||||
float radius = p_size / Math_TAU;
|
||||
|
||||
float x = radius * Math::sin(jj);
|
||||
float y = radius * Math::cos(jj);
|
||||
|
|
|
@ -700,7 +700,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
|
|||
p.hue_rot_rand = Math::randf();
|
||||
p.anim_offset_rand = Math::randf();
|
||||
|
||||
float angle1_rad = Math::atan2(direction.y, direction.x) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
|
||||
float angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
|
||||
Vector2 rot = Vector2(Math::cos(angle1_rad), Math::sin(angle1_rad));
|
||||
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
|
||||
|
||||
|
@ -721,7 +721,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
|
|||
//do none
|
||||
} break;
|
||||
case EMISSION_SHAPE_SPHERE: {
|
||||
float s = Math::randf(), t = 2.0 * Math_PI * Math::randf();
|
||||
float s = Math::randf(), t = Math_TAU * Math::randf();
|
||||
float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
|
||||
p.transform[2] = Vector2(Math::cos(t), Math::sin(t)) * radius;
|
||||
} break;
|
||||
|
@ -837,7 +837,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
|
|||
//orbit velocity
|
||||
float orbit_amount = (parameters[PARAM_ORBIT_VELOCITY] + tex_orbit_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ORBIT_VELOCITY]);
|
||||
if (orbit_amount != 0.0) {
|
||||
float ang = orbit_amount * local_delta * Math_PI * 2.0;
|
||||
float ang = orbit_amount * local_delta * Math_TAU;
|
||||
// Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
|
||||
// but we use -ang here to reproduce its behavior.
|
||||
Transform2D rot = Transform2D(-ang, Vector2());
|
||||
|
@ -877,7 +877,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
|
|||
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(p.custom[1]);
|
||||
}
|
||||
|
||||
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_PI * 2.0 * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
|
||||
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_TAU * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
|
||||
float hue_rot_c = Math::cos(hue_rot_angle);
|
||||
float hue_rot_s = Math::sin(hue_rot_angle);
|
||||
|
||||
|
|
|
@ -554,7 +554,7 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
|
|||
float t = Vector2(1, 0).angle_to(vbegin);
|
||||
float end_angle = t + angle_delta;
|
||||
Vector2 rpos(0, 0);
|
||||
float tt_begin = -Math_PI / 2.f;
|
||||
float tt_begin = -Math_PI / 2.0f;
|
||||
float tt = tt_begin;
|
||||
|
||||
// Center vertice
|
||||
|
|
|
@ -676,13 +676,13 @@ void CPUParticles3D::_particles_process(float p_delta) {
|
|||
p.anim_offset_rand = Math::randf();
|
||||
|
||||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
float angle1_rad = Math::atan2(direction.y, direction.x) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
|
||||
float angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
|
||||
Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0);
|
||||
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
|
||||
} else {
|
||||
//initiate velocity spread in 3D
|
||||
float angle1_rad = Math::atan2(direction.x, direction.z) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
|
||||
float angle2_rad = Math::atan2(direction.y, Math::abs(direction.z)) + (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0;
|
||||
float angle1_rad = Math::atan2(direction.x, direction.z) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
|
||||
float angle2_rad = Math::atan2(direction.y, Math::abs(direction.z)) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * spread);
|
||||
|
||||
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
|
||||
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
|
||||
|
@ -706,8 +706,9 @@ void CPUParticles3D::_particles_process(float p_delta) {
|
|||
//do none
|
||||
} break;
|
||||
case EMISSION_SHAPE_SPHERE: {
|
||||
float s = 2.0 * Math::randf() - 1.0, t = 2.0 * Math_PI * Math::randf();
|
||||
float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
|
||||
real_t s = 2.0 * Math::randf() - 1.0;
|
||||
real_t t = Math_TAU * Math::randf();
|
||||
real_t radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
|
||||
p.transform.origin = Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s);
|
||||
} break;
|
||||
case EMISSION_SHAPE_BOX: {
|
||||
|
@ -855,7 +856,7 @@ void CPUParticles3D::_particles_process(float p_delta) {
|
|||
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
|
||||
float orbit_amount = (parameters[PARAM_ORBIT_VELOCITY] + tex_orbit_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ORBIT_VELOCITY]);
|
||||
if (orbit_amount != 0.0) {
|
||||
float ang = orbit_amount * local_delta * Math_PI * 2.0;
|
||||
float ang = orbit_amount * local_delta * Math_TAU;
|
||||
// Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
|
||||
// but we use -ang here to reproduce its behavior.
|
||||
Transform2D rot = Transform2D(-ang, Vector2());
|
||||
|
@ -895,7 +896,7 @@ void CPUParticles3D::_particles_process(float p_delta) {
|
|||
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(p.custom[1]);
|
||||
}
|
||||
|
||||
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_PI * 2.0 * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
|
||||
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_TAU * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
|
||||
float hue_rot_c = Math::cos(hue_rot_angle);
|
||||
float hue_rot_s = Math::sin(hue_rot_angle);
|
||||
|
||||
|
|
|
@ -87,21 +87,24 @@ Vector<Face3> ImmediateGeometry3D::get_faces(uint32_t p_usage_flags) const {
|
|||
}
|
||||
|
||||
void ImmediateGeometry3D::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
|
||||
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 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
|
||||
double lat0 = lat_step * (i - 1) - Math_TAU / 4;
|
||||
double z0 = Math::sin(lat0);
|
||||
double zr0 = Math::cos(lat0);
|
||||
|
||||
double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
|
||||
double lat1 = lat_step * i - Math_TAU / 4;
|
||||
double z1 = Math::sin(lat1);
|
||||
double zr1 = Math::cos(lat1);
|
||||
|
||||
for (int j = p_lons; j >= 1; j--) {
|
||||
double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
|
||||
double lng0 = lon_step * (j - 1);
|
||||
double x0 = Math::cos(lng0);
|
||||
double y0 = Math::sin(lng0);
|
||||
|
||||
double lng1 = 2 * Math_PI * (double)(j) / p_lons;
|
||||
double lng1 = lon_step * j;
|
||||
double x1 = Math::cos(lng1);
|
||||
double y1 = Math::sin(lng1);
|
||||
|
||||
|
|
|
@ -330,7 +330,7 @@ void Node3D::set_rotation(const Vector3 &p_euler_rad) {
|
|||
}
|
||||
|
||||
void Node3D::set_rotation_degrees(const Vector3 &p_euler_deg) {
|
||||
set_rotation(p_euler_deg * Math_PI / 180.0);
|
||||
set_rotation(p_euler_deg * (Math_PI / 180.0));
|
||||
}
|
||||
|
||||
void Node3D::set_scale(const Vector3 &p_scale) {
|
||||
|
@ -364,7 +364,7 @@ Vector3 Node3D::get_rotation() const {
|
|||
}
|
||||
|
||||
Vector3 Node3D::get_rotation_degrees() const {
|
||||
return get_rotation() * 180.0 / Math_PI;
|
||||
return get_rotation() * (180.0 / Math_PI);
|
||||
}
|
||||
|
||||
Vector3 Node3D::get_scale() const {
|
||||
|
|
|
@ -2381,11 +2381,11 @@ Vector3 PhysicalBone3D::get_joint_rotation() const {
|
|||
}
|
||||
|
||||
void PhysicalBone3D::set_joint_rotation_degrees(const Vector3 &p_euler_deg) {
|
||||
set_joint_rotation(p_euler_deg * Math_PI / 180.0);
|
||||
set_joint_rotation(p_euler_deg * (Math_PI / 180.0));
|
||||
}
|
||||
|
||||
Vector3 PhysicalBone3D::get_joint_rotation_degrees() const {
|
||||
return get_joint_rotation() * 180.0 / Math_PI;
|
||||
return get_joint_rotation() * (180.0 / Math_PI);
|
||||
}
|
||||
|
||||
const Transform &PhysicalBone3D::get_body_offset() const {
|
||||
|
|
|
@ -36,12 +36,13 @@
|
|||
|
||||
Vector<Vector2> CapsuleShape2D::_get_points() const {
|
||||
Vector<Vector2> points;
|
||||
const real_t turn_step = Math_TAU / 24.0;
|
||||
for (int i = 0; i < 24; i++) {
|
||||
Vector2 ofs = Vector2(0, (i > 6 && i <= 18) ? -get_height() * 0.5 : get_height() * 0.5);
|
||||
|
||||
points.push_back(Vector2(Math::sin(i * Math_PI * 2 / 24.0), Math::cos(i * Math_PI * 2 / 24.0)) * get_radius() + ofs);
|
||||
points.push_back(Vector2(Math::sin(i * turn_step), Math::cos(i * turn_step)) * get_radius() + ofs);
|
||||
if (i == 6 || i == 18) {
|
||||
points.push_back(Vector2(Math::sin(i * Math_PI * 2 / 24.0), Math::cos(i * Math_PI * 2 / 24.0)) * get_radius() - ofs);
|
||||
points.push_back(Vector2(Math::sin(i * turn_step), Math::cos(i * turn_step)) * get_radius() - ofs);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -71,8 +71,9 @@ real_t CircleShape2D::get_enclosing_radius() const {
|
|||
|
||||
void CircleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
|
||||
Vector<Vector2> points;
|
||||
const real_t turn_step = Math_TAU / 24.0;
|
||||
for (int i = 0; i < 24; i++) {
|
||||
points.push_back(Vector2(Math::cos(i * Math_PI * 2 / 24.0), Math::sin(i * Math_PI * 2 / 24.0)) * get_radius());
|
||||
points.push_back(Vector2(Math::cos(i * turn_step), Math::sin(i * turn_step)) * get_radius());
|
||||
}
|
||||
|
||||
Vector<Color> col;
|
||||
|
|
|
@ -304,8 +304,8 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
|
|||
u = i;
|
||||
u /= radial_segments;
|
||||
|
||||
x = -sin(u * (Math_PI * 2.0));
|
||||
z = cos(u * (Math_PI * 2.0));
|
||||
x = -sin(u * Math_TAU);
|
||||
z = cos(u * Math_TAU);
|
||||
|
||||
Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
|
||||
points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
|
||||
|
@ -343,8 +343,8 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
|
|||
u = i;
|
||||
u /= radial_segments;
|
||||
|
||||
x = -sin(u * (Math_PI * 2.0));
|
||||
z = cos(u * (Math_PI * 2.0));
|
||||
x = -sin(u * Math_TAU);
|
||||
z = cos(u * Math_TAU);
|
||||
|
||||
Vector3 p = Vector3(x * radius, y, -z * radius);
|
||||
points.push_back(p);
|
||||
|
@ -383,8 +383,8 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
|
|||
float u2 = i;
|
||||
u2 /= radial_segments;
|
||||
|
||||
x = -sin(u2 * (Math_PI * 2.0));
|
||||
z = cos(u2 * (Math_PI * 2.0));
|
||||
x = -sin(u2 * Math_TAU);
|
||||
z = cos(u2 * Math_TAU);
|
||||
|
||||
Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
|
||||
points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
|
||||
|
@ -769,8 +769,8 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
|
|||
u = i;
|
||||
u /= radial_segments;
|
||||
|
||||
x = sin(u * (Math_PI * 2.0));
|
||||
z = cos(u * (Math_PI * 2.0));
|
||||
x = sin(u * Math_TAU);
|
||||
z = cos(u * Math_TAU);
|
||||
|
||||
Vector3 p = Vector3(x * radius, y, z * radius);
|
||||
points.push_back(p);
|
||||
|
@ -809,8 +809,8 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
|
|||
float r = i;
|
||||
r /= radial_segments;
|
||||
|
||||
x = sin(r * (Math_PI * 2.0));
|
||||
z = cos(r * (Math_PI * 2.0));
|
||||
x = sin(r * Math_TAU);
|
||||
z = cos(r * Math_TAU);
|
||||
|
||||
u = ((x + 1.0) * 0.25);
|
||||
v = 0.5 + ((z + 1.0) * 0.25);
|
||||
|
@ -845,8 +845,8 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
|
|||
float r = i;
|
||||
r /= radial_segments;
|
||||
|
||||
x = sin(r * (Math_PI * 2.0));
|
||||
z = cos(r * (Math_PI * 2.0));
|
||||
x = sin(r * Math_TAU);
|
||||
z = cos(r * Math_TAU);
|
||||
|
||||
u = 0.5 + ((x + 1.0) * 0.25);
|
||||
v = 1.0 - ((z + 1.0) * 0.25);
|
||||
|
@ -1458,8 +1458,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
|
|||
float u = i;
|
||||
u /= radial_segments;
|
||||
|
||||
x = sin(u * (Math_PI * 2.0));
|
||||
z = cos(u * (Math_PI * 2.0));
|
||||
x = sin(u * Math_TAU);
|
||||
z = cos(u * Math_TAU);
|
||||
|
||||
if (is_hemisphere && y < 0.0) {
|
||||
points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
|
||||
|
|
|
@ -576,8 +576,8 @@ inline void draw_ring(Vector<Vector2> &verts, Vector<int> &indices, Vector<Color
|
|||
color = outer_color;
|
||||
corner_point = outer_points[corner_index];
|
||||
}
|
||||
float x = radius * (float)cos((double)corner_index * Math_PI / 2.0 + (double)detail / (double)adapted_corner_detail * Math_PI / 2.0 + Math_PI) + corner_point.x;
|
||||
float y = radius * (float)sin((double)corner_index * Math_PI / 2.0 + (double)detail / (double)adapted_corner_detail * Math_PI / 2.0 + Math_PI) + corner_point.y;
|
||||
real_t x = radius * (real_t)cos((corner_index + detail / (double)adapted_corner_detail) * (Math_TAU / 4.0) + Math_PI) + corner_point.x;
|
||||
real_t y = radius * (real_t)sin((corner_index + detail / (double)adapted_corner_detail) * (Math_TAU / 4.0) + Math_PI) + corner_point.y;
|
||||
verts.push_back(Vector2(x, y));
|
||||
colors.push_back(color);
|
||||
}
|
||||
|
|
|
@ -58,7 +58,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
|
|||
final_cutoff = 1; //don't allow less than this
|
||||
}
|
||||
|
||||
double omega = 2.0 * Math_PI * final_cutoff / sampling_rate;
|
||||
double omega = Math_TAU * final_cutoff / sampling_rate;
|
||||
|
||||
double sin_v = Math::sin(omega);
|
||||
double cos_v = Math::cos(omega);
|
||||
|
@ -132,7 +132,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
|
|||
double hicutoff = resonance;
|
||||
double centercutoff = (cutoff + resonance) / 2.0;
|
||||
double bandwidth = (Math::log(centercutoff) - Math::log(hicutoff)) / Math::log((double)2);
|
||||
omega = 2.0 * Math_PI * centercutoff / sampling_rate;
|
||||
omega = Math_TAU * centercutoff / sampling_rate;
|
||||
alpha = Math::sin(omega) * Math::sinh(Math::log((double)2) / 2 * bandwidth * omega / Math::sin(omega));
|
||||
a0 = 1 + alpha;
|
||||
|
||||
|
@ -197,7 +197,7 @@ void AudioFilterSW::set_stages(int p_stages) { //adjust for multiple stages
|
|||
/* Fouriertransform kernel to obtain response */
|
||||
|
||||
float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) {
|
||||
float freq = p_freq / sampling_rate * Math_PI * 2.0f;
|
||||
float freq = p_freq / sampling_rate * Math_TAU;
|
||||
|
||||
float cx = p_coeffs->b0, cy = 0.0;
|
||||
|
||||
|
|
|
@ -84,7 +84,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
|
|||
if (v.cutoff == 0) {
|
||||
continue;
|
||||
}
|
||||
float auxlp = expf(-2.0 * Math_PI * v.cutoff / mix_rate);
|
||||
float auxlp = expf(-Math_TAU * v.cutoff / mix_rate);
|
||||
float c1 = 1.0 - auxlp;
|
||||
float c2 = auxlp;
|
||||
AudioFrame h = filter_h[vc];
|
||||
|
@ -104,7 +104,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
|
|||
|
||||
float phase = (float)(local_cycles & AudioEffectChorus::CYCLES_MASK) / (float)(1 << AudioEffectChorus::CYCLES_FRAC);
|
||||
|
||||
float wave_delay = sinf(phase * 2.0 * Math_PI) * max_depth_frames;
|
||||
float wave_delay = sinf(phase * Math_TAU) * max_depth_frames;
|
||||
|
||||
int wave_delay_frames = lrint(floor(wave_delay));
|
||||
float wave_delay_frac = wave_delay - (float)wave_delay_frames;
|
||||
|
|
|
@ -75,7 +75,7 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
|
|||
tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
|
||||
|
||||
// feedback lowpass here
|
||||
float lpf_c = expf(-2.0 * Math_PI * base->feedback_lowpass / mix_rate); // 0 .. 10khz
|
||||
float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz
|
||||
float lpf_ic = 1.0 - lpf_c;
|
||||
|
||||
const AudioFrame *src = p_src_frames;
|
||||
|
|
|
@ -36,8 +36,8 @@ void AudioEffectDistortionInstance::process(const AudioFrame *p_src_frames, Audi
|
|||
const float *src = (const float *)p_src_frames;
|
||||
float *dst = (float *)p_dst_frames;
|
||||
|
||||
//float lpf_c=expf(-2.0*Math_PI*keep_hf_hz.get()/(mix_rate*(float)OVERSAMPLE));
|
||||
float lpf_c = expf(-2.0 * Math_PI * base->keep_hf_hz / (AudioServer::get_singleton()->get_mix_rate()));
|
||||
//float lpf_c=expf(-Math_TAU*keep_hf_hz.get()/(mix_rate*(float)OVERSAMPLE));
|
||||
float lpf_c = expf(-Math_TAU * base->keep_hf_hz / (AudioServer::get_singleton()->get_mix_rate()));
|
||||
float lpf_ic = 1.0 - lpf_c;
|
||||
|
||||
float drive_f = base->drive;
|
||||
|
|
|
@ -38,13 +38,13 @@ void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFra
|
|||
float dmin = base->range_min / (sampling_rate / 2.0);
|
||||
float dmax = base->range_max / (sampling_rate / 2.0);
|
||||
|
||||
float increment = 2.f * Math_PI * (base->rate / sampling_rate);
|
||||
float increment = Math_TAU * (base->rate / sampling_rate);
|
||||
|
||||
for (int i = 0; i < p_frame_count; i++) {
|
||||
phase += increment;
|
||||
|
||||
while (phase >= Math_PI * 2.f) {
|
||||
phase -= Math_PI * 2.f;
|
||||
while (phase >= Math_TAU) {
|
||||
phase -= Math_TAU;
|
||||
}
|
||||
|
||||
float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
|
||||
|
|
|
@ -110,10 +110,11 @@ void AudioEffectSpectrumAnalyzerInstance::process(const AudioFrame *p_src_frames
|
|||
while (p_frame_count) {
|
||||
int to_fill = fft_size * 2 - temporal_fft_pos;
|
||||
to_fill = MIN(to_fill, p_frame_count);
|
||||
const double to_fill_step = Math_TAU / (double)fft_size;
|
||||
|
||||
float *fftw = temporal_fft.ptrw();
|
||||
for (int i = 0; i < to_fill; i++) { //left and right buffers
|
||||
float window = -0.5 * Math::cos(2.0 * Math_PI * (double)temporal_fft_pos / (double)fft_size) + 0.5;
|
||||
float window = -0.5 * Math::cos(to_fill_step * (double)temporal_fft_pos) + 0.5;
|
||||
fftw[temporal_fft_pos * 2] = window * p_src_frames->l;
|
||||
fftw[temporal_fft_pos * 2 + 1] = 0;
|
||||
fftw[(temporal_fft_pos + fft_size * 2) * 2] = window * p_src_frames->r;
|
||||
|
|
|
@ -89,8 +89,8 @@ void EQ::recalculate_band_coefficients() {
|
|||
double frq_l = round(frq / pow(2.0, octave_size / 2.0));
|
||||
|
||||
double side_gain2 = POW2(Math_SQRT12);
|
||||
double th = 2.0 * Math_PI * frq / mix_rate;
|
||||
double th_l = 2.0 * Math_PI * frq_l / mix_rate;
|
||||
double th = Math_TAU * frq / mix_rate;
|
||||
double th_l = Math_TAU * frq_l / mix_rate;
|
||||
|
||||
double c2a = side_gain2 * POW2(cos(th)) - 2.0 * side_gain2 * cos(th_l) * cos(th) + side_gain2 - POW2(sin(th_l));
|
||||
|
||||
|
|
|
@ -91,7 +91,7 @@ void Reverb::process(float *p_src, float *p_dst, int p_frames) {
|
|||
}
|
||||
|
||||
if (params.hpf > 0) {
|
||||
float hpaux = expf(-2.0 * Math_PI * params.hpf * 6000 / params.mix_rate);
|
||||
float hpaux = expf(-Math_TAU * params.hpf * 6000 / params.mix_rate);
|
||||
float hp_a1 = (1.0 + hpaux) / 2.0;
|
||||
float hp_a2 = -(1.0 + hpaux) / 2.0;
|
||||
float hp_b1 = hpaux;
|
||||
|
@ -293,7 +293,7 @@ void Reverb::update_parameters() {
|
|||
float auxdmp = params.damp / 2.0 + 0.5; //only half the range (0.5 .. 1.0 is enough)
|
||||
auxdmp *= auxdmp;
|
||||
|
||||
c.damp = expf(-2.0 * Math_PI * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
|
||||
c.damp = expf(-Math_TAU * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1328,7 +1328,7 @@ Space2DSW::Space2DSW() {
|
|||
|
||||
constraint_bias = 0.2;
|
||||
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
|
||||
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
|
||||
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0));
|
||||
body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
|
||||
|
||||
|
|
|
@ -92,9 +92,9 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
|
|||
m_rbAFrame = rbAFrame;
|
||||
m_rbBFrame = rbBFrame;
|
||||
|
||||
m_swingSpan1 = Math_PI / 4.0;
|
||||
m_swingSpan2 = Math_PI / 4.0;
|
||||
m_twistSpan = Math_PI * 2;
|
||||
m_swingSpan1 = Math_TAU / 8.0;
|
||||
m_swingSpan2 = Math_TAU / 8.0;
|
||||
m_twistSpan = Math_TAU;
|
||||
m_biasFactor = 0.3f;
|
||||
m_relaxationFactor = 1.0f;
|
||||
|
||||
|
|
|
@ -1211,7 +1211,7 @@ Space3DSW::Space3DSW() {
|
|||
|
||||
constraint_bias = 0.01;
|
||||
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
|
||||
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
|
||||
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
|
||||
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
|
||||
body_angular_velocity_damp_ratio = 10;
|
||||
|
|
|
@ -721,8 +721,10 @@ void RendererCanvasCull::canvas_item_add_circle(RID p_item, const Point2 &p_pos,
|
|||
static const int circle_points = 64;
|
||||
|
||||
points.resize(circle_points);
|
||||
const real_t circle_point_step = Math_TAU / circle_points;
|
||||
|
||||
for (int i = 0; i < circle_points; i++) {
|
||||
float angle = (i / float(circle_points)) * 2 * Math_PI;
|
||||
float angle = i * circle_point_step;
|
||||
points.write[i].x = Math::cos(angle) * p_radius;
|
||||
points.write[i].y = Math::sin(angle) * p_radius;
|
||||
points.write[i] += p_pos;
|
||||
|
|
|
@ -1622,7 +1622,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
|
|||
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
|
||||
}
|
||||
|
||||
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
|
||||
Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
|
||||
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
|
||||
|
||||
ShadowRenderPushConstant push_constant;
|
||||
|
|
|
@ -4877,7 +4877,7 @@ void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawLi
|
|||
push_constant.band_power = 4;
|
||||
push_constant.sections_in_band = ((band_points / 2) - 1);
|
||||
push_constant.band_mask = band_points - 2;
|
||||
push_constant.section_arc = (Math_PI * 2.0) / float(push_constant.sections_in_band);
|
||||
push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
|
||||
push_constant.y_mult = rb->sdfgi->y_mult;
|
||||
|
||||
uint32_t total_points = push_constant.sections_in_band * band_points;
|
||||
|
|
|
@ -242,22 +242,24 @@ RID RenderingServer::_make_test_cube() {
|
|||
RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
|
||||
Vector<Vector3> vertices;
|
||||
Vector<Vector3> normals;
|
||||
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 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
|
||||
double lat0 = lat_step * (i - 1) - Math_TAU / 4;
|
||||
double z0 = Math::sin(lat0);
|
||||
double zr0 = Math::cos(lat0);
|
||||
|
||||
double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
|
||||
double lat1 = lat_step * i - Math_TAU / 4;
|
||||
double z1 = Math::sin(lat1);
|
||||
double zr1 = Math::cos(lat1);
|
||||
|
||||
for (int j = p_lons; j >= 1; j--) {
|
||||
double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
|
||||
double lng0 = lon_step * (j - 1);
|
||||
double x0 = Math::cos(lng0);
|
||||
double y0 = Math::sin(lng0);
|
||||
|
||||
double lng1 = 2 * Math_PI * (double)(j) / p_lons;
|
||||
double lng1 = lon_step * j;
|
||||
double x1 = Math::cos(lng1);
|
||||
double y1 = Math::sin(lng1);
|
||||
|
||||
|
|
Loading…
Reference in New Issue