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Core: Use Math namespace for constants
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@@ -253,7 +253,7 @@ void OpenXRHandTrackingExtension::on_process() {
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// SKELETON_RIG_HUMANOID bone adjustment. This rotation performs:
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// OpenXR Z+ -> Godot Humanoid Y- (Back along the bone)
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// OpenXR Y+ -> Godot Humanoid Z- (Out the back of the hand)
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const Quaternion bone_adjustment(0.0, -Math_SQRT12, Math_SQRT12, 0.0);
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const Quaternion bone_adjustment(0.0, -Math::SQRT12, Math::SQRT12, 0.0);
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for (int joint = 0; joint < XR_HAND_JOINT_COUNT_EXT; joint++) {
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const XrHandJointLocationEXT &location = hand_trackers[i].joint_locations[joint];
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@@ -77,7 +77,7 @@ Ref<Mesh> OpenXRCompositionLayerCylinder::_create_fallback_mesh() {
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Vector<int> indices;
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float delta_angle = central_angle / fallback_segments;
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float start_angle = (-Math_PI / 2.0) - (central_angle / 2.0);
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float start_angle = (-Math::PI / 2.0) - (central_angle / 2.0);
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for (uint32_t i = 0; i < fallback_segments + 1; i++) {
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float current_angle = start_angle + (delta_angle * i);
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@@ -192,7 +192,7 @@ Vector2 OpenXRCompositionLayerCylinder::intersects_ray(const Vector3 &p_origin,
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Vector3 intersection = p_origin + p_direction * t;
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Basis correction = cylinder_transform.basis.inverse();
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math::PI / 2.0);
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Vector3 relative_point = correction.xform(intersection - cylinder_transform.origin);
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Vector2 projected_point = Vector2(relative_point.x, relative_point.z);
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@@ -46,13 +46,13 @@ class OpenXRCompositionLayerCylinder : public OpenXRCompositionLayer {
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{}, // subImage
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{ { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
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1.0, // radius
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Math_PI / 2.0, // centralAngle
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Math::PI / 2.0, // centralAngle
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1.0, // aspectRatio
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};
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float radius = 1.0;
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float aspect_ratio = 1.0;
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float central_angle = Math_PI / 2.0;
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float central_angle = Math::PI / 2.0;
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uint32_t fallback_segments = 10;
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protected:
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@@ -80,7 +80,7 @@ Ref<Mesh> OpenXRCompositionLayerEquirect::_create_fallback_mesh() {
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float step_horizontal = central_horizontal_angle / fallback_segments;
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float step_vertical = (upper_vertical_angle + lower_vertical_angle) / fallback_segments;
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float start_horizontal_angle = Math_PI - (central_horizontal_angle / 2.0);
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float start_horizontal_angle = Math::PI - (central_horizontal_angle / 2.0);
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for (uint32_t i = 0; i < fallback_segments + 1; i++) {
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for (uint32_t j = 0; j < fallback_segments + 1; j++) {
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@@ -155,7 +155,7 @@ float OpenXRCompositionLayerEquirect::get_central_horizontal_angle() const {
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}
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void OpenXRCompositionLayerEquirect::set_upper_vertical_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math::PI / 2.0));
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upper_vertical_angle = p_angle;
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composition_layer.upperVerticalAngle = p_angle;
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update_fallback_mesh();
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@@ -166,7 +166,7 @@ float OpenXRCompositionLayerEquirect::get_upper_vertical_angle() const {
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}
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void OpenXRCompositionLayerEquirect::set_lower_vertical_angle(float p_angle) {
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math_PI / 2.0));
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ERR_FAIL_COND(p_angle <= 0 || p_angle > (Math::PI / 2.0));
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lower_vertical_angle = p_angle;
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composition_layer.lowerVerticalAngle = -p_angle;
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update_fallback_mesh();
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@@ -209,7 +209,7 @@ Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin,
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Vector3 intersection = p_origin + p_direction * t;
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Basis correction = equirect_transform.basis.inverse();
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math_PI / 2.0);
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correction.rotate(Vector3(0.0, 1.0, 0.0), -Math::PI / 2.0);
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Vector3 relative_point = correction.xform(intersection - equirect_transform.origin);
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float horizontal_intersection_angle = Math::atan2(relative_point.z, relative_point.x);
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@@ -217,7 +217,7 @@ Vector2 OpenXRCompositionLayerEquirect::intersects_ray(const Vector3 &p_origin,
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return Vector2(-1.0, -1.0);
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}
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float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math_PI / 2.0);
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float vertical_intersection_angle = Math::acos(relative_point.y / radius) - (Math::PI / 2.0);
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if (vertical_intersection_angle < 0) {
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if (Math::abs(vertical_intersection_angle) > upper_vertical_angle) {
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return Vector2(-1.0, -1.0);
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@@ -46,15 +46,15 @@ class OpenXRCompositionLayerEquirect : public OpenXRCompositionLayer {
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{}, // subImage
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{ { 0, 0, 0, 0 }, { 0, 0, 0 } }, // pose
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1.0, // radius
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Math_PI / 2.0, // centralHorizontalAngle
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Math_PI / 4.0, // upperVerticalAngle
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-Math_PI / 4.0, // lowerVerticalAngle
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Math::PI / 2.0, // centralHorizontalAngle
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Math::PI / 4.0, // upperVerticalAngle
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-Math::PI / 4.0, // lowerVerticalAngle
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};
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float radius = 1.0;
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float central_horizontal_angle = Math_PI / 2.0;
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float upper_vertical_angle = Math_PI / 4.0;
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float lower_vertical_angle = Math_PI / 4.0;
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float central_horizontal_angle = Math::PI / 2.0;
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float upper_vertical_angle = Math::PI / 4.0;
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float lower_vertical_angle = Math::PI / 4.0;
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uint32_t fallback_segments = 10;
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protected:
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@@ -311,7 +311,7 @@ void OpenXRHand::_update_skeleton() {
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// SKELETON_RIG_HUMANOID bone adjustment. This rotation performs:
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// OpenXR Z+ -> Godot Humanoid Y- (Back along the bone)
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// OpenXR Y+ -> Godot Humanoid Z- (Out the back of the hand)
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Quaternion(0.0, -Math_SQRT12, Math_SQRT12, 0.0),
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Quaternion(0.0, -Math::SQRT12, Math::SQRT12, 0.0),
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};
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// we cache our transforms so we can quickly calculate local transforms
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