diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2020-04-03 05:50:40 -0400 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2021-01-09 03:47:14 -0500 |
commit | 1d5042c9e265219dec8da7311879f12ef3ef698b (patch) | |
tree | 9456ab509bbcaf26cad8dca32dbe18a3cca9277d /scene/3d | |
parent | 98ccaa1bad97bdb83b2afd6a4df6f7a392745592 (diff) |
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/cpu_particles_3d.cpp | 15 | ||||
-rw-r--r-- | scene/3d/immediate_geometry_3d.cpp | 11 | ||||
-rw-r--r-- | scene/3d/node_3d.cpp | 4 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 4 |
4 files changed, 19 insertions, 15 deletions
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp index 3562f7b778..c36c135fe6 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -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); diff --git a/scene/3d/immediate_geometry_3d.cpp b/scene/3d/immediate_geometry_3d.cpp index 17410d5870..47242cf196 100644 --- a/scene/3d/immediate_geometry_3d.cpp +++ b/scene/3d/immediate_geometry_3d.cpp @@ -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); diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp index 503dd5735b..55eaeed9b8 100644 --- a/scene/3d/node_3d.cpp +++ b/scene/3d/node_3d.cpp @@ -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 { diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 5645923f22..cf5fd21e79 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -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 { |