[Bf-blender-cvs] [3da84d8b086] master: Cleanup: use M_PI_2 and M_PI_4 where possible
Hallam Roberts
noreply at git.blender.org
Fri Mar 11 18:28:05 CET 2022
Commit: 3da84d8b086bd2d09beb5bdb89ba6beddf1e1dd6
Author: Hallam Roberts
Date: Fri Mar 11 16:14:05 2022 +0100
Branches: master
https://developer.blender.org/rB3da84d8b086bd2d09beb5bdb89ba6beddf1e1dd6
Cleanup: use M_PI_2 and M_PI_4 where possible
The constant M_PI_4 is added to GLSL to ensure it works there too.
Differential Revision: https://developer.blender.org/D14288
===================================================================
M intern/ghost/intern/GHOST_Wintab.cpp
M intern/iksolver/intern/IK_QJacobian.cpp
M source/blender/blenkernel/intern/armature_test.cc
M source/blender/blenkernel/intern/mask.c
M source/blender/blenkernel/intern/particle_child.c
M source/blender/blenlib/intern/math_base_inline.c
M source/blender/blenlib/intern/math_vector.c
M source/blender/blenloader/intern/versioning_280.c
M source/blender/bmesh/tools/bmesh_bevel.c
M source/blender/draw/engines/eevee/eevee_lightprobes.c
M source/blender/draw/engines/eevee/eevee_lookdev.c
M source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
M source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
M source/blender/draw/engines/gpencil/gpencil_draw_data.c
M source/blender/draw/engines/workbench/workbench_effect_dof.c
M source/blender/draw/intern/shaders/common_math_lib.glsl
M source/blender/editors/curve/editcurve.c
M source/blender/editors/mesh/editmesh_extrude_spin_gizmo.c
M source/blender/editors/space_view3d/view3d_navigate.c
M source/blender/editors/uvedit/uvedit_parametrizer.c
M source/blender/freestyle/intern/geometry/matrix_util.cpp
M source/blender/freestyle/intern/winged_edge/Curvature.cpp
M source/blender/freestyle/intern/winged_edge/WEdge.h
M source/blender/gpu/intern/gpu_immediate_util.c
M source/blender/io/collada/collada_internal.cpp
M source/blender/io/usd/intern/usd_capi_import.cc
M source/blender/makesdna/DNA_modifier_defaults.h
M source/blender/makesrna/intern/rna_brush.c
M source/blender/makesrna/intern/rna_camera.c
M source/blender/makesrna/intern/rna_cloth.c
===================================================================
diff --git a/intern/ghost/intern/GHOST_Wintab.cpp b/intern/ghost/intern/GHOST_Wintab.cpp
index aaf9503b294..2547a38c0d1 100644
--- a/intern/ghost/intern/GHOST_Wintab.cpp
+++ b/intern/ghost/intern/GHOST_Wintab.cpp
@@ -326,7 +326,7 @@ void GHOST_Wintab::getInput(std::vector<GHOST_WintabInfoWin32> &outWintabInfo)
ORIENTATION ort = pkt.pkOrientation;
/* Convert raw fixed point data to radians. */
- float altRad = (float)((fabs((float)ort.orAltitude) / (float)m_maxAltitude) * M_PI / 2.0);
+ float altRad = (float)((fabs((float)ort.orAltitude) / (float)m_maxAltitude) * M_PI_2);
float azmRad = (float)(((float)ort.orAzimuth / (float)m_maxAzimuth) * M_PI * 2.0);
/* Find length of the stylus' projected vector on the XY plane. */
@@ -334,7 +334,7 @@ void GHOST_Wintab::getInput(std::vector<GHOST_WintabInfoWin32> &outWintabInfo)
/* From there calculate X and Y components based on azimuth. */
out.tabletData.Xtilt = sin(azmRad) * vecLen;
- out.tabletData.Ytilt = (float)(sin(M_PI / 2.0 - azmRad) * vecLen);
+ out.tabletData.Ytilt = (float)(sin(M_PI_2 - azmRad) * vecLen);
}
out.time = pkt.pkTime;
diff --git a/intern/iksolver/intern/IK_QJacobian.cpp b/intern/iksolver/intern/IK_QJacobian.cpp
index 39c0e6eb348..ea659414b73 100644
--- a/intern/iksolver/intern/IK_QJacobian.cpp
+++ b/intern/iksolver/intern/IK_QJacobian.cpp
@@ -193,7 +193,7 @@ void IK_QJacobian::InvertSDLS()
// DLS. The SDLS damps individual singular values, instead of using a single
// damping term.
- double max_angle_change = M_PI / 4.0;
+ double max_angle_change = M_PI_4;
double epsilon = 1e-10;
int i, j;
diff --git a/source/blender/blenkernel/intern/armature_test.cc b/source/blender/blenkernel/intern/armature_test.cc
index 7475e6f36d4..4d266c8493a 100644
--- a/source/blender/blenkernel/intern/armature_test.cc
+++ b/source/blender/blenkernel/intern/armature_test.cc
@@ -285,7 +285,7 @@ TEST(vec_roll_to_mat3_normalized, Roll1)
const float expected_roll_mat[3][3] = {{0.211324856f, 0.577350259f, -0.788675129f},
{0.577350259f, 0.577350259f, 0.577350259f},
{0.788675129f, -0.577350259f, -0.211324856f}};
- test_vec_roll_to_mat3_normalized(input, float(M_PI * 0.5), expected_roll_mat);
+ test_vec_roll_to_mat3_normalized(input, float(M_PI_2), expected_roll_mat);
}
/** Test that the matrix is orthogonal for an input close to -Y. */
diff --git a/source/blender/blenkernel/intern/mask.c b/source/blender/blenkernel/intern/mask.c
index da0f899001c..42e65a95404 100644
--- a/source/blender/blenkernel/intern/mask.c
+++ b/source/blender/blenkernel/intern/mask.c
@@ -609,7 +609,7 @@ float BKE_mask_spline_project_co(MaskSpline *spline,
if (len_squared_v2(v1) > proj_eps_sq) {
ang1 = angle_v2v2(v1, n1);
- if (ang1 > (float)M_PI / 2.0f) {
+ if (ang1 > (float)M_PI_2) {
ang1 = (float)M_PI - ang1;
}
@@ -635,7 +635,7 @@ float BKE_mask_spline_project_co(MaskSpline *spline,
if (len_squared_v2(v2) > proj_eps_sq) {
ang2 = angle_v2v2(v2, n2);
- if (ang2 > (float)M_PI / 2.0f) {
+ if (ang2 > (float)M_PI_2) {
ang2 = (float)M_PI - ang2;
}
diff --git a/source/blender/blenkernel/intern/particle_child.c b/source/blender/blenkernel/intern/particle_child.c
index 7a2e4eb4ac9..8106ae8b302 100644
--- a/source/blender/blenkernel/intern/particle_child.c
+++ b/source/blender/blenkernel/intern/particle_child.c
@@ -85,7 +85,7 @@ static void do_kink_spiral_deform(ParticleKey *state,
* and goes up to the Golden Spiral for 1.0
* https://en.wikipedia.org/wiki/Golden_spiral
*/
- const float b = shape * (1.0f + sqrtf(5.0f)) / (float)M_PI * 0.25f;
+ const float b = shape * (1.0f + sqrtf(5.0f)) / (float)M_PI_4;
/* angle of the spiral against the curve (rotated opposite to make a smooth transition) */
const float start_angle = ((b != 0.0f) ? atanf(1.0f / b) : (float)-M_PI_2) +
(b > 0.0f ? -(float)M_PI_2 : (float)M_PI_2);
diff --git a/source/blender/blenlib/intern/math_base_inline.c b/source/blender/blenlib/intern/math_base_inline.c
index 90a91cbe26f..bb6bc0db00d 100644
--- a/source/blender/blenlib/intern/math_base_inline.c
+++ b/source/blender/blenlib/intern/math_base_inline.c
@@ -95,10 +95,10 @@ MINLINE float saacos(float fac)
MINLINE float saasin(float fac)
{
if (UNLIKELY(fac <= -1.0f)) {
- return (float)-M_PI / 2.0f;
+ return (float)-M_PI_2;
}
else if (UNLIKELY(fac >= 1.0f)) {
- return (float)M_PI / 2.0f;
+ return (float)M_PI_2;
}
else {
return asinf(fac);
@@ -131,10 +131,10 @@ MINLINE float saacosf(float fac)
MINLINE float saasinf(float fac)
{
if (UNLIKELY(fac <= -1.0f)) {
- return (float)-M_PI / 2.0f;
+ return (float)-M_PI_2;
}
else if (UNLIKELY(fac >= 1.0f)) {
- return (float)M_PI / 2.0f;
+ return (float)M_PI_2;
}
else {
return asinf(fac);
diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c
index e71b1150d8f..da6a6dff16f 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -289,7 +289,7 @@ void mid_v3_v3v3_angle_weighted(float r[3], const float a[3], const float b[3])
BLI_ASSERT_UNIT_V3(b);
add_v3_v3v3(r, a, b);
- angle = ((float)(1.0 / (M_PI / 2.0)) *
+ angle = ((float)M_2_PI *
/* normally we would only multiply by 2,
* but instead of an angle make this 0-1 factor */
2.0f) *
@@ -305,7 +305,7 @@ void mid_v3_angle_weighted(float r[3])
/* double check they are normalized */
BLI_assert(len_squared_v3(r) <= 1.0f + FLT_EPSILON);
- angle = ((float)(1.0 / (M_PI / 2.0)) *
+ angle = ((float)M_2_PI *
/* normally we would only multiply by 2,
* but instead of an angle make this 0-1 factor */
2.0f) *
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c
index 3700ead92f0..b1c982649d2 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -4497,7 +4497,7 @@ void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
clmd->sim_parms->max_internal_tension = 15.0f;
clmd->sim_parms->internal_compression = 15.0f;
clmd->sim_parms->max_internal_compression = 15.0f;
- clmd->sim_parms->internal_spring_max_diversion = M_PI / 4.0f;
+ clmd->sim_parms->internal_spring_max_diversion = M_PI_4;
}
}
}
diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c
index a550b638e46..5790d76936f 100644
--- a/source/blender/bmesh/tools/bmesh_bevel.c
+++ b/source/blender/bmesh/tools/bmesh_bevel.c
@@ -7106,7 +7106,7 @@ static void find_even_superellipse_chords(int n, float r, double *xvals, double
return;
}
if (r == PRO_CIRCLE_R) {
- double temp = (M_PI / 2) / n;
+ double temp = M_PI_2 / n;
/* Angle spacing. */
for (int i = 0; i <= n; i++) {
xvals[i] = sin(i * temp);
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index a20fe156eda..7029d015b22 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -613,7 +613,7 @@ void EEVEE_lightprobes_planar_data_from_object(Object *ob,
eplanar->clip_edge_y_neg = dot_v3v3(eplanar->clip_vec_y, vec);
/* Facing factors */
- float max_angle = max_ff(1e-2f, 1.0f - probe->falloff) * M_PI * 0.5f;
+ float max_angle = max_ff(1e-2f, 1.0f - probe->falloff) * M_PI_2;
float min_angle = 0.0f;
eplanar->facing_scale = 1.0f / max_ff(1e-8f, cosf(min_angle) - cosf(max_angle));
eplanar->facing_bias = -min_ff(1.0f - 1e-8f, cosf(max_angle)) * eplanar->facing_scale;
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c
index 0ef78d97a79..874c2815b8b 100644
--- a/source/blender/draw/engines/eevee/eevee_lookdev.c
+++ b/source/blender/draw/engines/eevee/eevee_lookdev.c
@@ -217,7 +217,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
float x_rot_matrix[3][3];
DRW_view_viewmat_get(NULL, view_matrix, false);
copy_m3_m4(view_rot_matrix, view_matrix);
- axis_angle_to_mat3_single(x_rot_matrix, 'X', M_PI / 2.0f);
+ axis_angle_to_mat3_single(x_rot_matrix, 'X', M_PI_2);
mul_m3_m3m3(view_rot_matrix, x_rot_matrix, view_rot_matrix);
mul_m3_m3m3(view_rot_matrix, g_data->studiolight_matrix, view_rot_matrix);
copy_m3_m3(studiolight_matrix, view_rot_matrix);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
index 59564890d7e..b05223e755d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
@@ -103,7 +103,7 @@ void main()
color4 = colors[3] * weights[3];
/* Extend to cover at least the unit circle */
- const float extend = (cos(M_PI / 4.0) + 1.0) * 2.0;
+ const float extend = (cos(M_PI_4) + 1.0) * 2.0;
/* Crappy diagram
* ex 1
* | \
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index ba90f5ae531..831ed0a119a 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -40,7 +40,7 @@ float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector)
if (ld.l_type >= AREA_RECT) {
power = (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0);
if (ld.l_type == AREA_ELLIPSE) {
- power *= M_PI * 0.25;
+ power *= M_PI_4;
}
power *= 0.3 * 20.0 *
max(0.0, dot(-ld.l_forward, l_vector.xyz / l_vect
@@ Diff output truncated at 10240 characters. @@
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