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https://github.com/rwengine/openrw.git
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Replace uses of cmath constants by glm
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parent
772876afdb
commit
bdfa30729f
@ -140,10 +140,6 @@ add_library(rwengine
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${RWENGINE_SOURCES}
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)
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if(MINGW)
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add_definitions(-D _USE_MATH_DEFINES)
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endif()
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target_link_libraries(rwengine
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rwlib
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${MAD_LIBRARY}
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@ -1,6 +1,3 @@
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include <render/GameRenderer.hpp>
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#include <engine/GameWorld.hpp>
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#include <engine/Animator.hpp>
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@ -26,7 +23,7 @@
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#include <core/Logger.hpp>
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#include <deque>
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#include <cmath>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/string_cast.hpp>
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@ -163,9 +160,9 @@ GameRenderer::GameRenderer(Logger* log, GameData* _data)
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for( size_t r = 0, i = 0; r < rows; ++r) {
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for( size_t s = 0; s < segments; ++s) {
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skydomeVerts[i++].position = glm::vec3(
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cos(2.f * M_PI * s * S) * cos(M_PI_2 * r * R),
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sin(2.f * M_PI * s * S) * cos(M_PI_2 * r * R),
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sin(M_PI_2 * r * R)
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cos(2.f * glm::pi<float>() * s * S) * cos(glm::half_pi<float>() * r * R),
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sin(2.f * glm::pi<float>() * s * S) * cos(glm::half_pi<float>() * r * R),
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sin(glm::half_pi<float>() * r * R)
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);
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}
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}
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@ -50,7 +50,6 @@ target_link_libraries(rwgame
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${SDL2_LIBRARY}
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)
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if(MINGW)
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add_definitions(-D _USE_MATH_DEFINES)
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target_link_libraries(rwgame
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mman)
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endif()
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@ -1,6 +1,3 @@
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include "DrawUI.hpp"
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#include <render/GameRenderer.hpp>
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#include <ai/PlayerController.hpp>
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@ -8,6 +5,7 @@
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#include <engine/GameState.hpp>
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#include <items/WeaponItem.hpp>
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#include <glm/gtc/constants.hpp>
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#include <iomanip>
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constexpr size_t ui_textSize = 25;
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@ -34,7 +32,7 @@ void drawMap(ViewCamera& currentView, PlayerController* player, GameWorld* worl
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glm::quat camRot = currentView.rotation;
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map.rotation = glm::roll(camRot) - M_PI/2.f;
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map.rotation = glm::roll(camRot) - glm::half_pi<float>();
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map.worldSize = ui_worldSizeMin;
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map.worldSize = ui_worldSizeMax;
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if( player )
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@ -16,6 +16,7 @@
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#include <script/ScriptMachine.hpp>
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#include <dynamics/RaycastCallbacks.hpp>
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#include <glm/gtc/constants.hpp>
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#include <unordered_map>
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constexpr float kAutoLookTime = 2.f;
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@ -343,7 +344,7 @@ void IngameState::tick(float dt)
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}
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float length = glm::length(movement);
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float movementAngle = angleYaw - M_PI/2.f;
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float movementAngle = angleYaw - glm::half_pi<float>();
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if (length > 0.1f)
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{
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glm::vec3 direction = glm::normalize(movement);
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