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Code cleanup: shorter angle initializers.

pull/278/head
Vladimír Vondruš 13 years ago
parent
commit
39eed3f7d6
  1. 6
      src/Primitives/Capsule.cpp
  2. 2
      src/Primitives/Cylinder.cpp
  3. 2
      src/Primitives/UVSphere.cpp

6
src/Primitives/Capsule.cpp

@ -34,7 +34,7 @@ Capsule::Capsule(UnsignedInt hemisphereRings, UnsignedInt cylinderRings, Unsigne
Float height = 2.0f+length;
Float hemisphereTextureCoordsVIncrement = 1.0f/(hemisphereRings*height);
Rad hemisphereRingAngleIncrement = Rad(Constants::pi())/(2*hemisphereRings);
Rad hemisphereRingAngleIncrement(Constants::pi()/(2*hemisphereRings));
/* Bottom cap vertex */
capVertex(-height/2, -1.0f, 0.0f);
@ -68,7 +68,7 @@ void Capsule::capVertex(Float y, Float normalY, Float textureCoordsV) {
}
void Capsule::hemisphereVertexRings(UnsignedInt count, Float centerY, Rad startRingAngle, Rad ringAngleIncrement, Float startTextureCoordsV, Float textureCoordsVIncrement) {
Rad segmentAngleIncrement = 2*Rad(Constants::pi())/segments;
Rad segmentAngleIncrement(2*Constants::pi()/segments);
Float x, y, z;
for(UnsignedInt i = 0; i != count; ++i) {
Rad ringAngle = startRingAngle + i*ringAngleIncrement;
@ -94,7 +94,7 @@ void Capsule::hemisphereVertexRings(UnsignedInt count, Float centerY, Rad startR
}
void Capsule::cylinderVertexRings(UnsignedInt count, Float startY, Float yIncrement, Float startTextureCoordsV, Float textureCoordsVIncrement) {
Rad segmentAngleIncrement = 2*Rad(Constants::pi())/segments;
Rad segmentAngleIncrement(2*Constants::pi()/segments);
for(UnsignedInt i = 0; i != count; ++i) {
for(UnsignedInt j = 0; j != segments; ++j) {
Rad segmentAngle = j*segmentAngleIncrement;

2
src/Primitives/Cylinder.cpp

@ -57,7 +57,7 @@ Cylinder::Cylinder(UnsignedInt rings, UnsignedInt segments, Float length, Flags
}
void Cylinder::capVertexRing(Float y, Float textureCoordsV, const Vector3& normal) {
Rad segmentAngleIncrement = 2*Rad(Constants::pi())/segments;
Rad segmentAngleIncrement(2*Constants::pi()/segments);
for(UnsignedInt i = 0; i != segments; ++i) {
Rad segmentAngle = i*segmentAngleIncrement;

2
src/Primitives/UVSphere.cpp

@ -32,7 +32,7 @@ UVSphere::UVSphere(UnsignedInt rings, UnsignedInt segments, TextureCoords textur
CORRADE_ASSERT(rings >= 2 && segments >= 3, "UVSphere must have at least two rings and three segments", );
Float textureCoordsVIncrement = 1.0f/rings;
Rad ringAngleIncrement = Rad(Constants::pi())/rings;
Rad ringAngleIncrement(Constants::pi()/rings);
/* Bottom cap vertex */
capVertex(-1.0f, -1.0f, 0.0f);

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