From b0cf8c6859ec830e22230decd2a2a88135579e6a Mon Sep 17 00:00:00 2001 From: Relintai Date: Sun, 8 Sep 2024 17:33:30 +0200 Subject: [PATCH] Use the engine's math singleton in proctree.cpp. --- .../procedural_tree_3d/proctree/proctree.cpp | 24 ++++++++++--------- 1 file changed, 13 insertions(+), 11 deletions(-) diff --git a/modules/procedural_tree_3d/proctree/proctree.cpp b/modules/procedural_tree_3d/proctree/proctree.cpp index 1140e0363..9ceafe6ec 100644 --- a/modules/procedural_tree_3d/proctree/proctree.cpp +++ b/modules/procedural_tree_3d/proctree/proctree.cpp @@ -30,6 +30,8 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include "proctree.h" +#include "core/math/math_funcs.h" + #ifndef M_PI #define M_PI 3.1415926535897932384626433832795f #endif @@ -107,8 +109,8 @@ namespace Proctree fvec3 vecAxisAngle(fvec3 aVec, fvec3 aAxis, float aAngle) { //v std::cos(T) + (axis x v) * std::sin(T) + axis*(axis . v)(1-std::cos(T) - float cosr = std::cos(aAngle); - float sinr = std::sin(aAngle); + float cosr = Math::cos(aAngle); + float sinr = Math::sin(aAngle); return add(add(scaleVec(aVec, cosr), scaleVec(cross(aAxis, aVec), sinr)), scaleVec(aAxis, dot(aAxis, aVec) * (1 - cosr))); } @@ -205,7 +207,7 @@ namespace Proctree { aFixed = (float)mRseed++; } - return std::abs(std::cos(aFixed + aFixed * aFixed)); + return Math::abs(Math::cos(aFixed + aFixed * aFixed)); } @@ -293,7 +295,7 @@ namespace Proctree if (aSteps > 0) { float angle = aSteps / (float)aProperties.mTreeSteps * 2 * M_PI * aProperties.mTwistRate; - a = { std::sin(angle), r, std::cos(angle) }; + a = { Math::sin(angle), r, Math::cos(angle) }; newdir2 = normalize(a); } @@ -456,7 +458,7 @@ namespace Proctree for (i = 0; i < mFaceCount; i++) { // x/y edges (vertex 0 and 1) - if ((std::fabs(mUV[mFace[i].x].u - mUV[mFace[i].y].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].y].u == 0)) + if ((Math::abs(mUV[mFace[i].x].u - mUV[mFace[i].y].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].y].u == 0)) { int found = 0, j; for (j = 0; j < badverts; j++) @@ -477,7 +479,7 @@ namespace Proctree } // x/z edges (vertex 0 and 2) - if ((std::fabs(mUV[mFace[i].x].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].z].u == 0)) + if ((Math::abs(mUV[mFace[i].x].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].z].u == 0)) { int found = 0, j; for (j = 0; j < badverts; j++) @@ -498,7 +500,7 @@ namespace Proctree } // y/z edges (vertex 1 and 2) - if ((std::fabs(mUV[mFace[i].y].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].y].u == 0 || mUV[mFace[i].z].u == 0)) + if ((Math::abs(mUV[mFace[i].y].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].y].u == 0 || mUV[mFace[i].z].u == 0)) { int found = 0, j; for (j = 0; j < badverts; j++) @@ -551,7 +553,7 @@ namespace Proctree for (i = 0; i < mFaceCount; i++) { // x/y edges (vertex 0 and 1) - if ((std::fabs(mUV[mFace[i].x].u - mUV[mFace[i].y].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].y].u == 0)) + if ((Math::abs(mUV[mFace[i].x].u - mUV[mFace[i].y].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].y].u == 0)) { int found = 0, j; for (j = 0; j < badverts; j++) @@ -568,7 +570,7 @@ namespace Proctree } // x/z edges (vertex 0 and 2) - if ((std::fabs(mUV[mFace[i].x].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].z].u == 0)) + if ((Math::abs(mUV[mFace[i].x].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].z].u == 0)) { int found = 0, j; for (j = 0; j < badverts; j++) @@ -585,7 +587,7 @@ namespace Proctree } // y/z edges (vertex 1 and 2) - if ((std::fabs(mUV[mFace[i].y].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].y].u == 0 || mUV[mFace[i].z].u == 0)) + if ((Math::abs(mUV[mFace[i].y].u - mUV[mFace[i].z].u) > 0.5f) && (mUV[mFace[i].y].u == 0 || mUV[mFace[i].z].u == 0)) { int found = 0, j; for (j = 0; j < badverts; j++) @@ -714,7 +716,7 @@ namespace Proctree fvec3 tangent = normalize(cross(sub(aBranch->mChild0->mHead, aBranch->mHead), sub(aBranch->mChild1->mHead, aBranch->mHead))); fvec3 normal = normalize(aBranch->mHead); fvec3 left = { -1, 0, 0 }; - float angle = std::acos(dot(tangent, left)); + float angle = Math::acos(dot(tangent, left)); if (dot(cross(left, tangent), normal) > 0) { angle = 2 * M_PI - angle;