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authorBastien Montagne <montagne29@wanadoo.fr>2013-12-03 23:09:25 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2013-12-03 23:35:45 +0400
commit46eef60d93fd0d52ed4b94750f7a3248db5594ee (patch)
tree234bd4dba7f241afec6e8c1a4057fb886b37878c /source/gameengine/Converter/KX_ConvertActuators.cpp
parent462751688449108899a821f500cffc03658d6e3d (diff)
Cleanup: Internal degrees removal.
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index e9461a15578..26401fcd868 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -80,7 +80,7 @@
/* This little block needed for linking to Blender... */
#include "BKE_text.h"
#include "BLI_blenlib.h"
-#include "BLI_math_base.h"
+#include "BLI_math.h"
#include "BLI_path_util.h"
#include "KX_NetworkMessageActuator.h"
@@ -386,8 +386,8 @@ void BL_ConvertActuators(const char* maggiename,
bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false;
boost::shared_ptr<AUD_IFactory> snd_sound;
KX_3DSoundSettings settings;
- settings.cone_inner_angle = soundact->sound3D.cone_inner_angle;
- settings.cone_outer_angle = soundact->sound3D.cone_outer_angle;
+ settings.cone_inner_angle = RAD2DEGF(soundact->sound3D.cone_inner_angle);
+ settings.cone_outer_angle = RAD2DEGF(soundact->sound3D.cone_outer_angle);
settings.cone_outer_gain = soundact->sound3D.cone_outer_gain;
settings.max_distance = soundact->sound3D.max_distance;
settings.max_gain = soundact->sound3D.max_gain;
@@ -571,8 +571,8 @@ void BL_ConvertActuators(const char* maggiename,
/* convert settings... degrees in the ui become radians */
/* internally */
if (conact->type == ACT_CONST_TYPE_ORI) {
- min = (float)(((float)MT_2_PI * conact->minloc[0]) / 360.0f);
- max = (float)(((float)MT_2_PI * conact->maxloc[0]) / 360.0f);
+ min = conact->minloc[0];
+ max = conact->maxloc[0];
switch (conact->mode) {
case ACT_CONST_DIRPX:
locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIX;