[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32204] trunk/blender/source/gameengine/ Ketsji/KX_Dome.cpp: use constant rather then sqrt(2.0)

Campbell Barton ideasman42 at gmail.com
Thu Sep 30 09:06:01 CEST 2010


Revision: 32204
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=32204
Author:   campbellbarton
Date:     2010-09-30 09:06:00 +0200 (Thu, 30 Sep 2010)

Log Message:
-----------
use constant rather then sqrt(2.0)

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp

Modified: trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp	2010-09-30 06:58:19 UTC (rev 32203)
+++ trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp	2010-09-30 07:06:00 UTC (rev 32204)
@@ -18,7 +18,7 @@
 Contributor(s): Dalai Felinto
 
 This code is originally inspired on some of the ideas and codes from Paul Bourke.
-Developed as part of a Research and Development project for SAT - La Soci�t� des arts technologiques.
+Developed as part of a Research and Development project for SAT - La Socidegtdeg des arts technologiques.
 -----------------------------------------------------------------------------
 */
 
@@ -556,26 +556,25 @@
  - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
 */
 	int i,j;
-	float sqrt_2 = sqrt(2.0);
 	float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
 
 	m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
 
-	//creating faces for the env mapcube 180� Dome
+	//creating faces for the env mapcube 180deg Dome
 	// Top Face - just a triangle
-	cubetop[0].verts[0][0] = -sqrt_2 / 2.0;
+	cubetop[0].verts[0][0] = -M_SQRT2 / 2.0;
 	cubetop[0].verts[0][1] = 0.0;
 	cubetop[0].verts[0][2] = 0.5;
 	cubetop[0].u[0] = 0.0;
 	cubetop[0].v[0] = uv_ratio;
 
 	cubetop[0].verts[1][0] = 0.0;
-	cubetop[0].verts[1][1] = sqrt_2 / 2.0;
+	cubetop[0].verts[1][1] = M_SQRT2 / 2.0;
 	cubetop[0].verts[1][2] = 0.5;
 	cubetop[0].u[1] = 0.0;
 	cubetop[0].v[1] = 0.0;
 
-	cubetop[0].verts[2][0] = sqrt_2 / 2.0;
+	cubetop[0].verts[2][0] = M_SQRT2 / 2.0;
 	cubetop[0].verts[2][1] = 0.0;
 	cubetop[0].verts[2][2] = 0.5;
 	cubetop[0].u[2] = uv_ratio;
@@ -584,20 +583,20 @@
 	nfacestop = 1;
 
 	/* Bottom face - just a triangle */
-	cubebottom[0].verts[0][0] = -sqrt_2 / 2.0;
+	cubebottom[0].verts[0][0] = -M_SQRT2 / 2.0;
 	cubebottom[0].verts[0][1] = 0.0;
 	cubebottom[0].verts[0][2] = -0.5;
 	cubebottom[0].u[0] = uv_ratio;
 	cubebottom[0].v[0] = 0.0;
 
-	cubebottom[0].verts[1][0] = sqrt_2 / 2.0;
+	cubebottom[0].verts[1][0] = M_SQRT2 / 2.0;
 	cubebottom[0].verts[1][1] = 0;
 	cubebottom[0].verts[1][2] = -0.5;
 	cubebottom[0].u[1] = 0.0;
 	cubebottom[0].v[1] = uv_ratio;
 
 	cubebottom[0].verts[2][0] = 0.0;
-	cubebottom[0].verts[2][1] = sqrt_2 / 2.0;
+	cubebottom[0].verts[2][1] = M_SQRT2 / 2.0;
 	cubebottom[0].verts[2][2] = -0.5;
 	cubebottom[0].u[2] = 0.0;
 	cubebottom[0].v[2] = 0.0;
@@ -606,39 +605,39 @@
 	
 	/* Left face - two triangles */
 	
-	cubeleft[0].verts[0][0] = -sqrt_2 / 2.0;
+	cubeleft[0].verts[0][0] = -M_SQRT2 / 2.0;
 	cubeleft[0].verts[0][1] = .0;
 	cubeleft[0].verts[0][2] = -0.5;
 	cubeleft[0].u[0] = 0.0;
 	cubeleft[0].v[0] = 0.0;
 
 	cubeleft[0].verts[1][0] = 0.0;
-	cubeleft[0].verts[1][1] = sqrt_2 / 2.0;
+	cubeleft[0].verts[1][1] = M_SQRT2 / 2.0;
 	cubeleft[0].verts[1][2] = -0.5;
 	cubeleft[0].u[1] = uv_ratio;
 	cubeleft[0].v[1] = 0.0;
 
-	cubeleft[0].verts[2][0] = -sqrt_2 / 2.0;
+	cubeleft[0].verts[2][0] = -M_SQRT2 / 2.0;
 	cubeleft[0].verts[2][1] = 0.0;
 	cubeleft[0].verts[2][2] = 0.5;
 	cubeleft[0].u[2] = 0.0;
 	cubeleft[0].v[2] = uv_ratio;
 
 	//second triangle
-	cubeleft[1].verts[0][0] = -sqrt_2 / 2.0;
+	cubeleft[1].verts[0][0] = -M_SQRT2 / 2.0;
 	cubeleft[1].verts[0][1] = 0.0;
 	cubeleft[1].verts[0][2] = 0.5;
 	cubeleft[1].u[0] = 0.0;
 	cubeleft[1].v[0] = uv_ratio;
 
 	cubeleft[1].verts[1][0] = 0.0;
-	cubeleft[1].verts[1][1] = sqrt_2 / 2.0;
+	cubeleft[1].verts[1][1] = M_SQRT2 / 2.0;
 	cubeleft[1].verts[1][2] = -0.5;
 	cubeleft[1].u[1] = uv_ratio;
 	cubeleft[1].v[1] = 0.0;
 
 	cubeleft[1].verts[2][0] = 0.0;
-	cubeleft[1].verts[2][1] = sqrt_2 / 2.0;
+	cubeleft[1].verts[2][1] = M_SQRT2 / 2.0;
 	cubeleft[1].verts[2][2] = 0.5;
 	cubeleft[1].u[2] = uv_ratio;
 	cubeleft[1].v[2] = uv_ratio;
@@ -647,18 +646,18 @@
 	
 	/* Right face - two triangles */
 	cuberight[0].verts[0][0] = 0.0;
-	cuberight[0].verts[0][1] = sqrt_2 / 2.0;
+	cuberight[0].verts[0][1] = M_SQRT2 / 2.0;
 	cuberight[0].verts[0][2] = -0.5;
 	cuberight[0].u[0] = 0.0;
 	cuberight[0].v[0] = 0.0;
 
-	cuberight[0].verts[1][0] = sqrt_2 / 2.0;
+	cuberight[0].verts[1][0] = M_SQRT2 / 2.0;
 	cuberight[0].verts[1][1] = 0.0;
 	cuberight[0].verts[1][2] = -0.5;
 	cuberight[0].u[1] = uv_ratio;
 	cuberight[0].v[1] = 0.0;
 
-	cuberight[0].verts[2][0] = sqrt_2 / 2.0;
+	cuberight[0].verts[2][0] = M_SQRT2 / 2.0;
 	cuberight[0].verts[2][1] = 0.0;
 	cuberight[0].verts[2][2] = 0.5;
 	cuberight[0].u[2] = uv_ratio;
@@ -666,19 +665,19 @@
 
 	//second triangle
 	cuberight[1].verts[0][0] = 0.0;
-	cuberight[1].verts[0][1] = sqrt_2 / 2.0;
+	cuberight[1].verts[0][1] = M_SQRT2 / 2.0;
 	cuberight[1].verts[0][2] = -0.5;
 	cuberight[1].u[0] = 0.0;
 	cuberight[1].v[0] = 0.0;
 
-	cuberight[1].verts[1][0] = sqrt_2 / 2.0;
+	cuberight[1].verts[1][0] = M_SQRT2 / 2.0;
 	cuberight[1].verts[1][1] = 0.0;
 	cuberight[1].verts[1][2] = 0.5;
 	cuberight[1].u[1] = uv_ratio;
 	cuberight[1].v[1] = uv_ratio;
 
 	cuberight[1].verts[2][0] = 0.0;
-	cuberight[1].verts[2][1] = sqrt_2 / 2.0;
+	cuberight[1].verts[2][1] = M_SQRT2 / 2.0;
 	cuberight[1].verts[2][2] = 0.5;
 	cuberight[1].u[2] = 0.0;
 	cuberight[1].v[2] = uv_ratio;
@@ -746,7 +745,7 @@
 	m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
 /*
 verts_height is the exactly needed height of the cube faces (not always 1.0).
-When we want some horizontal information (e.g. for horizontal 220� domes) we don't need to create and tesselate the whole cube.
+When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
 Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
 (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
 
@@ -758,12 +757,12 @@
 Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
 Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
 */
-	verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
+	verts_height = tan((rad_ang/2) - (MT_PI/2))*M_SQRT2;
 
 	uv_height = uv_ratio * ((verts_height/2) + 0.5);
 	uv_base = uv_ratio * (1.0 - ((verts_height/2) + 0.5));
 	
-	//creating faces for the env mapcube 180� Dome
+	//creating faces for the env mapcube 180deg Dome
 	// Front Face - 2 triangles
 	cubefront[0].verts[0][0] =-1.0;
 	cubefront[0].verts[0][1] = 1.0;
@@ -1021,42 +1020,41 @@
 */
 	int i,j;
 
-	float sqrt_2 = sqrt(2.0);
 	float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
 
 	/* Top face - two triangles */
-	cubetop[0].verts[0][0] = -sqrt_2;
+	cubetop[0].verts[0][0] = -M_SQRT2;
 	cubetop[0].verts[0][1] = 0.0;
 	cubetop[0].verts[0][2] = 1.0;
 	cubetop[0].u[0] = 0.0;
 	cubetop[0].v[0] = uv_ratio;
 
 	cubetop[0].verts[1][0] = 0.0;
-	cubetop[0].verts[1][1] = sqrt_2;
+	cubetop[0].verts[1][1] = M_SQRT2;
 	cubetop[0].verts[1][2] = 1.0;
 	cubetop[0].u[1] = 0.0;
 	cubetop[0].v[1] = 0.0;
 
 	//second triangle
-	cubetop[0].verts[2][0] = sqrt_2;
+	cubetop[0].verts[2][0] = M_SQRT2;
 	cubetop[0].verts[2][1] = 0.0;
 	cubetop[0].verts[2][2] = 1.0;
 	cubetop[0].u[2] = uv_ratio;
 	cubetop[0].v[2] = 0.0;
 
-	cubetop[1].verts[0][0] = sqrt_2;
+	cubetop[1].verts[0][0] = M_SQRT2;
 	cubetop[1].verts[0][1] = 0.0;
 	cubetop[1].verts[0][2] = 1.0;
 	cubetop[1].u[0] = uv_ratio;
 	cubetop[1].v[0] = 0.0;
 
 	cubetop[1].verts[1][0] = 0.0;
-	cubetop[1].verts[1][1] = -sqrt_2;
+	cubetop[1].verts[1][1] = -M_SQRT2;
 	cubetop[1].verts[1][2] = 1.0;
 	cubetop[1].u[1] = uv_ratio;
 	cubetop[1].v[1] = uv_ratio;
 
-	cubetop[1].verts[2][0] = -sqrt_2;
+	cubetop[1].verts[2][0] = -M_SQRT2;
 	cubetop[1].verts[2][1] = 0.0;
 	cubetop[1].verts[2][2] = 1.0;
 	cubetop[1].u[2] = 0.0;
@@ -1065,79 +1063,79 @@
 	nfacestop = 2;
 
 	/* Bottom face - two triangles */
-	cubebottom[0].verts[0][0] = -sqrt_2;
+	cubebottom[0].verts[0][0] = -M_SQRT2;
 	cubebottom[0].verts[0][1] = 0.0;
 	cubebottom[0].verts[0][2] = -1.0;
 	cubebottom[0].u[0] = uv_ratio;
 	cubebottom[0].v[0] = 0.0;
 
-	cubebottom[0].verts[1][0] = sqrt_2;
+	cubebottom[0].verts[1][0] = M_SQRT2;
 	cubebottom[0].verts[1][1] = 0.0;
 	cubebottom[0].verts[1][2] = -1.0;
 	cubebottom[0].u[1] = 0.0;
 	cubebottom[0].v[1] = uv_ratio;
 
 	cubebottom[0].verts[2][0] = 0.0;
-	cubebottom[0].verts[2][1] = sqrt_2;
+	cubebottom[0].verts[2][1] = M_SQRT2;
 	cubebottom[0].verts[2][2] = -1.0;
 	cubebottom[0].u[2] = 0.0;
 	cubebottom[0].v[2] = 0.0;
 
 	//second triangle
-	cubebottom[1].verts[0][0] = sqrt_2;
+	cubebottom[1].verts[0][0] = M_SQRT2;
 	cubebottom[1].verts[0][1] = 0.0;
 	cubebottom[1].verts[0][2] = -1.0;
 	cubebottom[1].u[0] = 0.0;
 	cubebottom[1].v[0] = uv_ratio;
 
-	cubebottom[1].verts[1][0] = -sqrt_2;
+	cubebottom[1].verts[1][0] = -M_SQRT2;
 	cubebottom[1].verts[1][1] = 0.0;
 	cubebottom[1].verts[1][2] = -1.0;
 	cubebottom[1].u[1] = uv_ratio;
 	cubebottom[1].v[1] = 0.0;
 
 	cubebottom[1].verts[2][0] = 0.0;
-	cubebottom[1].verts[2][1] = -sqrt_2;
+	cubebottom[1].verts[2][1] = -M_SQRT2;
 	cubebottom[1].verts[2][2] = -1.0;
 	cubebottom[1].u[2] = uv_ratio;
 	cubebottom[1].v[2] = uv_ratio;
 
 	nfacesbottom = 2;
 
-	/* Left Back (135�) face - two triangles */
+	/* Left Back (135deg) face - two triangles */
 
 	cubeleftback[0].verts[0][0] = 0;
-	cubeleftback[0].verts[0][1] = -sqrt_2;
+	cubeleftback[0].verts[0][1] = -M_SQRT2;
 	cubeleftback[0].verts[0][2] = -1.0;
 	cubeleftback[0].u[0] = 0;
 	cubeleftback[0].v[0] = 0;
 
-	cubeleftback[0].verts[1][0] = -sqrt_2;
+	cubeleftback[0].verts[1][0] = -M_SQRT2;
 	cubeleftback[0].verts[1][1] = 0;
 	cubeleftback[0].verts[1][2] = -1.0;
 	cubeleftback[0].u[1] = uv_ratio;
 	cubeleftback[0].v[1] = 0;
 
 	cubeleftback[0].verts[2][0] = 0;
-	cubeleftback[0].verts[2][1] = -sqrt_2;
+	cubeleftback[0].verts[2][1] = -M_SQRT2;
 	cubeleftback[0].verts[2][2] = 1.0;
 	cubeleftback[0].u[2] = 0;
 	cubeleftback[0].v[2] = uv_ratio;
 
 	//second triangle
 	cubeleftback[1].verts[0][0] = 0;
-	cubeleftback[1].verts[0][1] = -sqrt_2;
+	cubeleftback[1].verts[0][1] = -M_SQRT2;
 	cubeleftback[1].verts[0][2] = 1.0;
 	cubeleftback[1].u[0] = 0;
 	cubeleftback[1].v[0] = uv_ratio;
 
-	cubeleftback[1].verts[1][0] = -sqrt_2;
+	cubeleftback[1].verts[1][0] = -M_SQRT2;
 	cubeleftback[1].verts[1][1] = 0;
 	cubeleftback[1].verts[1][2] = -1.0;
 	cubeleftback[1].u[1] = uv_ratio;
 	cubeleftback[1].v[1] = 0;
 
-	cubeleftback[1].verts[2][0] = -sqrt_2;

@@ Diff output truncated at 10240 characters. @@




More information about the Bf-blender-cvs mailing list