Math: Remove NAZARA_MATH_ANGLE_RADIAN and functions using it

This commit is contained in:
Jérôme Leclercq
2021-06-01 17:37:40 +02:00
parent d0d65be35f
commit 4d74cef034
29 changed files with 234 additions and 323 deletions

View File

@@ -214,7 +214,7 @@ int main()
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<Nz::Vector2f&>(viewerDataBuffer.data(), viewerUboOffsets.invTargetSizeOffset) = 1.f / Nz::Vector2f(window.GetSize().x, window.GetSize().y);
std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
@@ -770,7 +770,8 @@ int main()
float sensitivity = 0.3f; // Sensibilité de la souris
// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX*sensitivity;
camAngles.yaw.Normalize();
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
@@ -802,7 +803,7 @@ int main()
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
viewerUboUpdate = true;
break;
}

View File

@@ -83,7 +83,7 @@ int main()
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.viewMatrixOffset) = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
std::vector<std::uint8_t> instanceDataBuffer(instanceUboOffsets.totalSize);
@@ -186,7 +186,8 @@ int main()
float sensitivity = 0.3f; // Sensibilité de la souris
// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
camAngles.yaw.Normalize();
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
@@ -200,7 +201,7 @@ int main()
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
Nz::AccessByOffset<Nz::Matrix4f&>(viewerDataBuffer.data(), viewerUboOffsets.projMatrixOffset) = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
viewerUboUpdate = true;
break;
}

View File

@@ -145,7 +145,7 @@ int main()
ubo;
Nz::Vector2ui windowSize = window.GetSize();
ubo.projectionMatrix = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
ubo.viewMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1);
ubo.modelMatrix = Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right());
@@ -291,7 +291,8 @@ int main()
float sensitivity = 0.3f; // Sensibilité de la souris
// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
camAngles.yaw = Nz::NormalizeAngle(camAngles.yaw - event.mouseMove.deltaX*sensitivity);
camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
camAngles.yaw.Normalize();
// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
camAngles.pitch = Nz::Clamp(camAngles.pitch + event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
@@ -305,7 +306,7 @@ int main()
case Nz::WindowEventType::Resized:
{
Nz::Vector2ui windowSize = window.GetSize();
ubo.projectionMatrix = Nz::Matrix4f::Perspective(70.f, float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
ubo.projectionMatrix = Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f);
uboUpdate = true;
break;
}