Use Math_TAU and deg2rad/rad2deg in more places and optimize code

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Aaron Franke 2020-04-03 05:50:40 -04:00
parent 98ccaa1bad
commit 1d5042c9e2
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GPG key ID: 40A1750B977E56BF
34 changed files with 149 additions and 130 deletions

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@ -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);