Patch - Uses degree conversion macro - V14.5.35
Replaces direct calculations of radians to degrees with a macro. This change centralizes the conversion factor, enhancing code readability and maintainability. It also removes a duplicate definition of the same macro.
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@@ -8,6 +8,8 @@
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// --------------------- //
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#define R_FALSE return false;
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#define R_TRUE return true;
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#define TO_RAD 0.0174532925f
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#define TO_DEG (180.0f/3.141593f)
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#ifdef max
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#pragma push_macro("max")
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@@ -164,8 +166,6 @@ inline bool TestPlaneCorner(
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// ---------------------------------------------- //
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// --- Macros for the camera input processing --- //
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// ---------------------------------------------- //
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#define TO_RAD 0.0174532925f
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struct CameraInput {
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bool move_forward = false;
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bool move_backward = false;
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@@ -176,4 +176,4 @@ struct CameraInput {
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bool scroll_up = false;
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bool scroll_down = false;
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bool right_click = false;
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};
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};
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@@ -840,8 +840,8 @@ bool application_class::frame(input_class* Input)
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camera_->move(frameTime, deltaX, deltaY);
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XMFLOAT3 dir = sun_light_->GetDirection();
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float pitch = asinf(-dir.y) * (180.0f / XM_PI); // en degr<67>s
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float yaw = atan2f(dir.x, dir.z) * (180.0f / XM_PI); // en degr<67>s
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float pitch = asinf(-dir.y) * TO_DEG; // en degr<67>s
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float yaw = atan2f(dir.x, dir.z) * TO_DEG; // en degr<67>s
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float roll = 0.0f;
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if (Input->is_key_pressed(DIK_TAB)) {
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@@ -1157,9 +1157,6 @@ bool application_class::render(float rotation, float x, float y, float z, float
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R_FALSE
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}
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// Reset the world matrix.
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worldMatrix = direct_3d_->get_world_matrix();
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// Get the camera reflection view matrix.
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camera_->get_reflection_view_matrix(reflectionMatrix);
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@@ -1842,19 +1839,6 @@ bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLO
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renderCount += entitiesRendered;
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}
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// Rendu des objets traditionnels comme avant
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// if (active_camera_ == sun_camera_)
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// {
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// shadow_map_->set_render_target(direct_3d_->get_device_context());
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// shadow_map_->clear_render_target(direct_3d_->get_device_context());
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// }
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// if (active_camera_ == sun_camera_)
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// {
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// direct_3d_->set_back_buffer_render_target();
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// direct_3d_->reset_viewport();
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// }
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set_render_count(renderCount);
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R_TRUE
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