Properly and efficiently use split utility headers
[oweals/minetest.git] / src / camera.cpp
index dca1c6d34d796f9de9aafb458580d7e8282f1d33..1ef594eeadacc5f762ae01374c850a94fea2dda3 100644 (file)
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "gamedef.h"
 #include "sound.h"
 #include "event.h"
+#include "util/numeric.h"
 
 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
                IGameDef *gamedef):
@@ -234,17 +235,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 
                #if 1
                f32 bobknob = 1.2;
-               f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
-               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
+               f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
+               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
 
                v3f bobvec = v3f(
-                       0.3 * bobdir * sin(bobfrac * PI),
+                       0.3 * bobdir * sin(bobfrac * M_PI),
                        -0.28 * bobtmp * bobtmp,
                        0.);
 
                //rel_cam_pos += 0.2 * bobvec;
                //rel_cam_target += 0.03 * bobvec;
-               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
                float f = 1.0;
                f *= g_settings->getFloat("view_bobbing_amount");
                rel_cam_pos += bobvec * f;
@@ -253,10 +254,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                rel_cam_target.Z -= 0.005 * bobvec.Z * f;
                //rel_cam_target.X -= 0.005 * bobvec.X * f;
                //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
-               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
                #else
-               f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
-               f32 angle_rad = angle_deg * PI / 180;
+               f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
+               f32 angle_rad = angle_deg * M_PI / 180;
                f32 r = 0.05;
                v3f off = v3f(
                        r * sin(angle_rad),
@@ -289,7 +290,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 
        // FOV and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
-       m_fov_y = fov_degrees * PI / 180.0;
+       m_fov_y = fov_degrees * M_PI / 180.0;
        // Increase vertical FOV on lower aspect ratios (<16:10)
        m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
        // WTF is this? It can't be right
@@ -320,22 +321,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
-               wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
-               wield_position.Y += 15 * sin(digfrac * 2 * PI);
+               wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
+               wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
                wield_position.Z += 5 * digfrac;
 
                // Euler angles are PURE EVIL, so why not use quaternions?
                core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
                core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
                core::quaternion quat_slerp;
-               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
        }
        else {
                f32 bobfrac = my_modf(m_view_bobbing_anim);
-               wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
-               wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+               wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
+               wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
        }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
@@ -538,7 +539,7 @@ void Camera::drawWieldedTool()
        // Draw the wielded node (in a separate scene manager)
        scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
        cam->setAspectRatio(m_cameranode->getAspectRatio());
-       cam->setFOV(72.0*PI/180.0);
+       cam->setFOV(72.0*M_PI/180.0);
        cam->setNearValue(0.1);
        cam->setFarValue(100);
        m_wieldmgr->drawAll();