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Primitives: use Constants::tau().

pull/77/head
Vladimír Vondruš 12 years ago
parent
commit
5aac26ebc4
  1. 4
      src/Magnum/Primitives/Circle.cpp
  2. 6
      src/Magnum/Primitives/Implementation/Spheroid.cpp

4
src/Magnum/Primitives/Circle.cpp

@ -43,7 +43,7 @@ Trade::MeshData2D Circle::solid(UnsignedInt segments) {
positions.emplace_back();
/* Points on circle */
const Rad angleIncrement(2*Constants::pi()/segments);
const Rad angleIncrement(Constants::tau()/segments);
for(UnsignedInt i = 0; i != segments; ++i) {
const Rad angle(Float(i)*angleIncrement);
positions.emplace_back(Math::cos(angle), Math::sin(angle));
@ -60,7 +60,7 @@ Trade::MeshData2D Circle::wireframe(UnsignedInt segments) {
positions.reserve(segments);
/* Points on circle */
const Rad angleIncrement(2*Constants::pi()/segments);
const Rad angleIncrement(Constants::tau()/segments);
for(UnsignedInt i = 0; i != segments; ++i) {
const Rad angle(Float(i)*angleIncrement);
positions.emplace_back(Math::cos(angle), Math::sin(angle));

6
src/Magnum/Primitives/Implementation/Spheroid.cpp

@ -43,7 +43,7 @@ void Spheroid::capVertex(Float y, Float normalY, Float textureCoordsV) {
}
void Spheroid::hemisphereVertexRings(UnsignedInt count, Float centerY, Rad startRingAngle, Rad ringAngleIncrement, Float startTextureCoordsV, Float textureCoordsVIncrement) {
Rad segmentAngleIncrement(2*Constants::pi()/segments);
Rad segmentAngleIncrement(Constants::tau()/segments);
Float x, y, z;
for(UnsignedInt i = 0; i != count; ++i) {
Rad ringAngle = startRingAngle + Float(i)*ringAngleIncrement;
@ -69,7 +69,7 @@ void Spheroid::hemisphereVertexRings(UnsignedInt count, Float centerY, Rad start
}
void Spheroid::cylinderVertexRings(UnsignedInt count, Float startY, Float yIncrement, Float startTextureCoordsV, Float textureCoordsVIncrement) {
Rad segmentAngleIncrement(2*Constants::pi()/segments);
Rad segmentAngleIncrement(Constants::tau()/segments);
for(UnsignedInt i = 0; i != count; ++i) {
for(UnsignedInt j = 0; j != segments; ++j) {
Rad segmentAngle = Float(j)*segmentAngleIncrement;
@ -143,7 +143,7 @@ void Spheroid::topFaceRing() {
}
void Spheroid::capVertexRing(Float y, Float textureCoordsV, const Vector3& normal) {
Rad segmentAngleIncrement(2*Constants::pi()/segments);
Rad segmentAngleIncrement(Constants::tau()/segments);
for(UnsignedInt i = 0; i != segments; ++i) {
Rad segmentAngle = Float(i)*segmentAngleIncrement;

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