Math: Remove NAZARA_MATH_ANGLE_RADIAN and functions using it
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@@ -40,7 +40,7 @@ namespace Nz
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* \brief Builds the frustum object
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* \return A reference to this frustum which is the build up camera's field of view
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*
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* \param angle Unit depends on NAZARA_MATH_ANGLE_RADIAN
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* \param angle FOV angle
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* \param ratio Rendering ratio (typically 16/9 or 4/3)
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* \param zNear Distance where 'vision' begins
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* \param zFar Distance where 'vision' ends
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@@ -50,15 +50,11 @@ namespace Nz
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*/
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template<typename T>
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Frustum<T>& Frustum<T>::Build(T angle, T ratio, T zNear, T zFar, const Vector3<T>& eye, const Vector3<T>& target, const Vector3<T>& up)
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Frustum<T>& Frustum<T>::Build(RadianAngle<T> angle, T ratio, T zNear, T zFar, const Vector3<T>& eye, const Vector3<T>& target, const Vector3<T>& up)
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{
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#if NAZARA_MATH_ANGLE_RADIAN
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angle /= T(2.0);
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#else
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angle = DegreeToRadian(angle / T(2.0));
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#endif
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T tangent = std::tan(angle);
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T tangent = angle.GetTan();
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T nearH = zNear * tangent;
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T nearW = nearH * ratio;
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T farH = zFar * tangent;
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