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Use Math_TAU and deg2rad/rad2deg in more places and optimize code
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34 changed files with 149 additions and 130 deletions
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@ -382,7 +382,9 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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int lats = 32;
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int lons = 32;
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float radius = 1.0;
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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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@ -391,20 +393,20 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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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 = Math_PI * (-0.5 + (double)(i - 1) / lats);
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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 = Math_PI * (-0.5 + (double)i / lats);
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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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for (int j = lons; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double)(j - 1) / lons;
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double lng0 = lon_step * (j - 1);
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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double lng1 = 2 * Math_PI * (double)(j) / lons;
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double lng1 = lon_step * j;
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double x1 = Math::cos(lng1);
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double y1 = Math::sin(lng1);
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