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synced 2025-12-06 07:17:42 -05:00
Core: Use Math namespace for constants
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@@ -144,7 +144,7 @@ void LineBuilder::build() {
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} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
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uvx0 = width * width_factor / total_distance;
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}
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new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
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new_arc(pos0, pos_up0 - pos0, -Math::PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
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current_distance0 += modified_hw;
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current_distance1 = current_distance0;
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}
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@@ -426,7 +426,7 @@ void LineBuilder::build() {
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} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
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dist = width * width_factor / total_distance;
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}
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new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1 - 0.5f * dist, 0.f, dist, 1.f));
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new_arc(pos1, pos_up1 - pos1, Math::PI, color, Rect2(uvx1 - 0.5f * dist, 0.f, dist, 1.f));
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}
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}
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}
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@@ -509,7 +509,7 @@ void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation o
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Orientation opposite_orientation = orientation == UP ? DOWN : UP;
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Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
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float radius = vbegin.length();
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float angle_step = Math_PI / static_cast<float>(round_precision);
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float angle_step = Math::PI / static_cast<float>(round_precision);
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float steps = Math::abs(angle_delta) / angle_step;
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if (angle_delta < 0.f) {
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@@ -536,7 +536,7 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
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// with undistorted UVs from within a square section
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float radius = vbegin.length();
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float angle_step = Math_PI / static_cast<float>(round_precision);
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float angle_step = Math::PI / static_cast<float>(round_precision);
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float steps = Math::abs(angle_delta) / angle_step;
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if (angle_delta < 0.f) {
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@@ -546,7 +546,7 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
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float t = Vector2(1, 0).angle_to(vbegin);
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float end_angle = t + angle_delta;
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Vector2 rpos(0, 0);
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float tt_begin = -Math_PI / 2.0f;
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float tt_begin = -Math::PI / 2.0f;
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float tt = tt_begin;
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// Center vertice
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