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Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
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commit
d2e1216504
34 changed files with 149 additions and 130 deletions
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@ -242,22 +242,24 @@ RID RenderingServer::_make_test_cube() {
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RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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const double lat_step = Math_TAU / p_lats;
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const double lon_step = Math_TAU / p_lons;
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for (int i = 1; i <= p_lats; i++) {
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double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_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 / p_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 = p_lons; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double)(j - 1) / p_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) / p_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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