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mirror of https://github.com/rwengine/openrw.git synced 2024-11-26 04:12:41 +01:00

Replace uses of cmath constants by glm

This commit is contained in:
Jannik Vogel 2016-08-16 18:53:35 +02:00
parent 772876afdb
commit bdfa30729f
5 changed files with 8 additions and 17 deletions

View File

@ -140,10 +140,6 @@ add_library(rwengine
${RWENGINE_SOURCES} ${RWENGINE_SOURCES}
) )
if(MINGW)
add_definitions(-D _USE_MATH_DEFINES)
endif()
target_link_libraries(rwengine target_link_libraries(rwengine
rwlib rwlib
${MAD_LIBRARY} ${MAD_LIBRARY}

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@ -1,6 +1,3 @@
#define _USE_MATH_DEFINES
#include <cmath>
#include <render/GameRenderer.hpp> #include <render/GameRenderer.hpp>
#include <engine/GameWorld.hpp> #include <engine/GameWorld.hpp>
#include <engine/Animator.hpp> #include <engine/Animator.hpp>
@ -26,7 +23,7 @@
#include <core/Logger.hpp> #include <core/Logger.hpp>
#include <deque> #include <deque>
#include <cmath> #include <glm/gtc/constants.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp> #include <glm/gtx/string_cast.hpp>
@ -163,9 +160,9 @@ GameRenderer::GameRenderer(Logger* log, GameData* _data)
for( size_t r = 0, i = 0; r < rows; ++r) { for( size_t r = 0, i = 0; r < rows; ++r) {
for( size_t s = 0; s < segments; ++s) { for( size_t s = 0; s < segments; ++s) {
skydomeVerts[i++].position = glm::vec3( skydomeVerts[i++].position = glm::vec3(
cos(2.f * M_PI * s * S) * cos(M_PI_2 * r * R), cos(2.f * glm::pi<float>() * s * S) * cos(glm::half_pi<float>() * r * R),
sin(2.f * M_PI * s * S) * cos(M_PI_2 * r * R), sin(2.f * glm::pi<float>() * s * S) * cos(glm::half_pi<float>() * r * R),
sin(M_PI_2 * r * R) sin(glm::half_pi<float>() * r * R)
); );
} }
} }

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@ -50,7 +50,6 @@ target_link_libraries(rwgame
${SDL2_LIBRARY} ${SDL2_LIBRARY}
) )
if(MINGW) if(MINGW)
add_definitions(-D _USE_MATH_DEFINES)
target_link_libraries(rwgame target_link_libraries(rwgame
mman) mman)
endif() endif()

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@ -1,6 +1,3 @@
#define _USE_MATH_DEFINES
#include <cmath>
#include "DrawUI.hpp" #include "DrawUI.hpp"
#include <render/GameRenderer.hpp> #include <render/GameRenderer.hpp>
#include <ai/PlayerController.hpp> #include <ai/PlayerController.hpp>
@ -8,6 +5,7 @@
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
#include <items/WeaponItem.hpp> #include <items/WeaponItem.hpp>
#include <glm/gtc/constants.hpp>
#include <iomanip> #include <iomanip>
constexpr size_t ui_textSize = 25; constexpr size_t ui_textSize = 25;
@ -34,7 +32,7 @@ void drawMap(ViewCamera& currentView, PlayerController* player, GameWorld* worl
glm::quat camRot = currentView.rotation; glm::quat camRot = currentView.rotation;
map.rotation = glm::roll(camRot) - M_PI/2.f; map.rotation = glm::roll(camRot) - glm::half_pi<float>();
map.worldSize = ui_worldSizeMin; map.worldSize = ui_worldSizeMin;
map.worldSize = ui_worldSizeMax; map.worldSize = ui_worldSizeMax;
if( player ) if( player )

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@ -16,6 +16,7 @@
#include <script/ScriptMachine.hpp> #include <script/ScriptMachine.hpp>
#include <dynamics/RaycastCallbacks.hpp> #include <dynamics/RaycastCallbacks.hpp>
#include <glm/gtc/constants.hpp>
#include <unordered_map> #include <unordered_map>
constexpr float kAutoLookTime = 2.f; constexpr float kAutoLookTime = 2.f;
@ -343,7 +344,7 @@ void IngameState::tick(float dt)
} }
float length = glm::length(movement); float length = glm::length(movement);
float movementAngle = angleYaw - M_PI/2.f; float movementAngle = angleYaw - glm::half_pi<float>();
if (length > 0.1f) if (length > 0.1f)
{ {
glm::vec3 direction = glm::normalize(movement); glm::vec3 direction = glm::normalize(movement);