Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
This commit is contained in:
commit
f9f2446972
80 changed files with 396 additions and 368 deletions
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@ -1462,7 +1462,7 @@ void EditorPropertyFloat::_value_changed(double val) {
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}
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if (angle_in_radians) {
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val = Math::deg2rad(val);
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val = Math::deg_to_rad(val);
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}
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emit_changed(get_edited_property(), val);
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}
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@ -1470,7 +1470,7 @@ void EditorPropertyFloat::_value_changed(double val) {
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void EditorPropertyFloat::update_property() {
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double val = get_edited_object()->get(get_edited_property());
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if (angle_in_radians) {
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val = Math::rad2deg(val);
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val = Math::rad_to_deg(val);
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}
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setting = true;
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spin->set_value(val);
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@ -1992,9 +1992,9 @@ void EditorPropertyVector3::_value_changed(double val, const String &p_name) {
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v3.y = spin[1]->get_value();
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v3.z = spin[2]->get_value();
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if (angle_in_radians) {
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v3.x = Math::deg2rad(v3.x);
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v3.y = Math::deg2rad(v3.y);
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v3.z = Math::deg2rad(v3.z);
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v3.x = Math::deg_to_rad(v3.x);
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v3.y = Math::deg_to_rad(v3.y);
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v3.z = Math::deg_to_rad(v3.z);
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}
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emit_changed(get_edited_property(), v3, p_name);
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}
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@ -2026,9 +2026,9 @@ void EditorPropertyVector3::_update_ratio() {
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void EditorPropertyVector3::update_using_vector(Vector3 p_vector) {
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if (angle_in_radians) {
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p_vector.x = Math::rad2deg(p_vector.x);
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p_vector.y = Math::rad2deg(p_vector.y);
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p_vector.z = Math::rad2deg(p_vector.z);
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p_vector.x = Math::rad_to_deg(p_vector.x);
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p_vector.y = Math::rad_to_deg(p_vector.y);
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p_vector.z = Math::rad_to_deg(p_vector.z);
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}
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setting = true;
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spin[0]->set_value(p_vector.x);
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@ -2043,9 +2043,9 @@ Vector3 EditorPropertyVector3::get_vector() {
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v3.y = spin[1]->get_value();
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v3.z = spin[2]->get_value();
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if (angle_in_radians) {
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v3.x = Math::deg2rad(v3.x);
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v3.y = Math::deg2rad(v3.y);
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v3.z = Math::deg2rad(v3.z);
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v3.x = Math::deg_to_rad(v3.x);
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v3.y = Math::deg_to_rad(v3.y);
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v3.z = Math::deg_to_rad(v3.z);
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}
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return v3;
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@ -2647,9 +2647,9 @@ void EditorPropertyQuaternion::_custom_value_changed(double val) {
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edit_euler.z = euler[2]->get_value();
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Vector3 v;
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v.x = Math::deg2rad(edit_euler.x);
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v.y = Math::deg2rad(edit_euler.y);
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v.z = Math::deg2rad(edit_euler.z);
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v.x = Math::deg_to_rad(edit_euler.x);
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v.y = Math::deg_to_rad(edit_euler.y);
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v.z = Math::deg_to_rad(edit_euler.z);
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Quaternion temp_q = Quaternion(v);
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spin[0]->set_value(temp_q.x);
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@ -2689,9 +2689,9 @@ void EditorPropertyQuaternion::update_property() {
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spin[3]->set_value(val.w);
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if (!is_grabbing_euler()) {
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Vector3 v = val.normalized().get_euler_yxz();
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edit_euler.x = Math::rad2deg(v.x);
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edit_euler.y = Math::rad2deg(v.y);
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edit_euler.z = Math::rad2deg(v.z);
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edit_euler.x = Math::rad_to_deg(v.x);
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edit_euler.y = Math::rad_to_deg(v.y);
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edit_euler.z = Math::rad_to_deg(v.z);
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euler[0]->set_value(edit_euler.x);
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euler[1]->set_value(edit_euler.y);
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euler[2]->set_value(edit_euler.z);
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@ -131,7 +131,7 @@ Transform3D Collada::Node::compute_transform(const Collada &state) const {
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switch (xf.op) {
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case XForm::OP_ROTATE: {
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if (xf.data.size() >= 4) {
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xform_step.rotate(Vector3(xf.data[0], xf.data[1], xf.data[2]), Math::deg2rad(xf.data[3]));
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xform_step.rotate(Vector3(xf.data[0], xf.data[1], xf.data[2]), Math::deg_to_rad(xf.data[3]));
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}
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} break;
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case XForm::OP_SCALE: {
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@ -324,7 +324,7 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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Vector3 src_dir = src_tail - src_head;
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// Rotate rest.
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if (Math::abs(Math::rad2deg(src_dir.angle_to(prof_dir))) > float(p_options["retarget/rest_fixer/fix_silhouette/threshold"])) {
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if (Math::abs(Math::rad_to_deg(src_dir.angle_to(prof_dir))) > float(p_options["retarget/rest_fixer/fix_silhouette/threshold"])) {
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// Get rotation difference.
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Vector3 up_vec; // Need to rotate other than roll axis.
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switch (Vector3(abs(src_dir.x), abs(src_dir.y), abs(src_dir.z)).min_axis_index()) {
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@ -390,7 +390,7 @@ Error ResourceImporterWAV::import(const String &p_source_file, const String &p_s
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int first = 0;
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int last = (frames / format_channels) - 1;
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bool found = false;
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float limit = Math::db2linear(TRIM_DB_LIMIT);
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float limit = Math::db_to_linear(TRIM_DB_LIMIT);
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for (int i = 0; i < data.size() / format_channels; i++) {
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float ampChannelSum = 0;
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@ -223,8 +223,8 @@ public:
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grid_step_x->set_value(p_grid_step.x);
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grid_step_y->set_value(p_grid_step.y);
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primary_grid_steps->set_value(p_primary_grid_steps);
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rotation_offset->set_value(Math::rad2deg(p_rotation_offset));
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rotation_step->set_value(Math::rad2deg(p_rotation_step));
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rotation_offset->set_value(Math::rad_to_deg(p_rotation_offset));
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rotation_step->set_value(Math::rad_to_deg(p_rotation_step));
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scale_step->set_value(p_scale_step);
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}
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@ -232,8 +232,8 @@ public:
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p_grid_offset = Point2(grid_offset_x->get_value(), grid_offset_y->get_value());
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p_grid_step = Point2(grid_step_x->get_value(), grid_step_y->get_value());
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p_primary_grid_steps = int(primary_grid_steps->get_value());
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p_rotation_offset = Math::deg2rad(rotation_offset->get_value());
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p_rotation_step = Math::deg2rad(rotation_step->get_value());
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p_rotation_offset = Math::deg_to_rad(rotation_offset->get_value());
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p_rotation_step = Math::deg_to_rad(rotation_step->get_value());
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p_scale_step = scale_step->get_value();
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}
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};
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@ -1447,7 +1447,7 @@ bool CanvasItemEditor::_gui_input_rotate(const Ref<InputEvent> &p_event) {
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drag_selection,
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vformat(TTR("Rotate CanvasItem \"%s\" to %d degrees"),
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drag_selection[0]->get_name(),
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Math::rad2deg(drag_selection[0]->_edit_get_rotation())),
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Math::rad_to_deg(drag_selection[0]->_edit_get_rotation())),
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true);
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}
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@ -3676,7 +3676,7 @@ void CanvasItemEditor::_draw_transform_message() {
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} break;
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case DRAG_ROTATE: {
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real_t delta = Math::rad2deg(current_transform.get_rotation() - original_transform.get_rotation());
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real_t delta = Math::rad_to_deg(current_transform.get_rotation() - original_transform.get_rotation());
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transform_message = TTR("Rotating:") + " " + FORMAT(delta) + String::utf8(" °");
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} break;
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@ -215,7 +215,7 @@ private:
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int primary_grid_steps = 8;
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int grid_step_multiplier = 0;
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real_t snap_rotation_step = Math::deg2rad(15.0);
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real_t snap_rotation_step = Math::deg_to_rad(15.0);
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real_t snap_rotation_offset = 0.0;
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real_t snap_scale_step = 0.1f;
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bool smart_snap_active = false;
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@ -179,8 +179,8 @@ MaterialEditor::MaterialEditor() {
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viewport->add_child(box_instance);
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Transform3D box_xform;
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box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
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box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
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box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg_to_rad(25.0));
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box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg_to_rad(-25.0));
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box_xform.basis.scale(Vector3(0.7, 0.7, 0.7));
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box_xform.origin.y = 0.05;
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box_instance->set_transform(box_xform);
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@ -77,8 +77,8 @@ void MeshEditor::edit(Ref<Mesh> p_mesh) {
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mesh = p_mesh;
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mesh_instance->set_mesh(mesh);
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rot_x = Math::deg2rad(-15.0);
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rot_y = Math::deg2rad(30.0);
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rot_x = Math::deg_to_rad(-15.0);
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rot_y = Math::deg_to_rad(30.0);
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_update_rotation();
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AABB aabb = mesh->get_aabb();
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@ -1295,7 +1295,7 @@ static float _find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vec
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//min_p = p_arc_xform.affine_inverse().xform(min_p);
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float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle();
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return Math::rad2deg(a);
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return Math::rad_to_deg(a);
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}
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void Light3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
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@ -1421,8 +1421,8 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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for (int i = 0; i < 120; i++) {
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// Create a circle
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const float ra = Math::deg2rad((float)(i * 3));
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const float rb = Math::deg2rad((float)((i + 1) * 3));
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const float ra = Math::deg_to_rad((float)(i * 3));
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const float rb = Math::deg_to_rad((float)((i + 1) * 3));
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const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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@ -1458,13 +1458,13 @@ void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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SpotLight3D *sl = Object::cast_to<SpotLight3D>(light);
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float r = sl->get_param(Light3D::PARAM_RANGE);
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float w = r * Math::sin(Math::deg2rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
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float d = r * Math::cos(Math::deg2rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
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float w = r * Math::sin(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
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float d = r * Math::cos(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
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for (int i = 0; i < 120; i++) {
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// Draw a circle
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const float ra = Math::deg2rad((float)(i * 3));
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const float rb = Math::deg2rad((float)((i + 1) * 3));
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const float ra = Math::deg_to_rad((float)(i * 3));
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const float rb = Math::deg_to_rad((float)((i + 1) * 3));
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const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
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const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w;
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@ -1545,8 +1545,8 @@ void AudioStreamPlayer3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo
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float closest_angle = 1e20;
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for (int i = 0; i < 180; i++) {
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float a = Math::deg2rad((float)i);
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float an = Math::deg2rad((float)(i + 1));
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float a = Math::deg_to_rad((float)i);
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float an = Math::deg_to_rad((float)(i + 1));
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Vector3 from(Math::sin(a), 0, -Math::cos(a));
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Vector3 to(Math::sin(an), 0, -Math::cos(an));
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@ -1628,8 +1628,8 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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for (int i = 0; i < 120; i++) {
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// Create a circle.
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const float ra = Math::deg2rad((float)(i * 3));
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const float rb = Math::deg2rad((float)((i + 1) * 3));
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const float ra = Math::deg_to_rad((float)(i * 3));
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const float rb = Math::deg_to_rad((float)((i + 1) * 3));
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const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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@ -1671,8 +1671,8 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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if (player->is_emission_angle_enabled()) {
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const float pc = player->get_emission_angle();
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const float ofs = -Math::cos(Math::deg2rad(pc));
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const float radius = Math::sin(Math::deg2rad(pc));
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const float ofs = -Math::cos(Math::deg_to_rad(pc));
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const float radius = Math::sin(Math::deg_to_rad(pc));
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Vector<Vector3> points_primary;
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points_primary.resize(200);
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@ -1707,7 +1707,7 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->add_lines(points_secondary, material_secondary);
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Vector<Vector3> handles;
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const float ha = Math::deg2rad(player->get_emission_angle());
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const float ha = Math::deg_to_rad(player->get_emission_angle());
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handles.push_back(Vector3(Math::sin(ha), 0, -Math::cos(ha)));
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p_gizmo->add_handles(handles, get_material("handles"));
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}
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@ -1872,7 +1872,7 @@ void Camera3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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// The real FOV is halved for accurate representation
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float fov = camera->get_fov() / 2.0;
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Vector3 side = Vector3(Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov)));
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Vector3 side = Vector3(Math::sin(Math::deg_to_rad(fov)), 0, -Math::cos(Math::deg_to_rad(fov)));
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Vector3 nside = side;
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nside.x = -nside.x;
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Vector3 up = Vector3(0, side.x, 0);
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@ -2643,8 +2643,8 @@ void VehicleWheel3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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float r = car_wheel->get_radius();
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const int skip = 10;
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for (int i = 0; i <= 360; i += skip) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + skip);
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + skip);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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@ -3272,8 +3272,8 @@ void GPUParticlesCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Vector<Vector3> points;
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for (int i = 0; i <= 360; i++) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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@ -4517,8 +4517,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Vector<Vector3> points;
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for (int i = 0; i <= 360; i++) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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@ -4589,8 +4589,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Vector3 d(0, height * 0.5 - radius, 0);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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@ -4660,8 +4660,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Vector3 d(0, height * 0.5, 0);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
|
||||
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
|
||||
|
||||
|
|
@ -5203,8 +5203,8 @@ void JointGizmosDrawer::draw_cone(const Transform3D &p_offset, const Basis &p_ba
|
|||
|
||||
//swing
|
||||
for (int i = 0; i < 360; i += 10) {
|
||||
float ra = Math::deg2rad((float)i);
|
||||
float rb = Math::deg2rad((float)i + 10);
|
||||
float ra = Math::deg_to_rad((float)i);
|
||||
float rb = Math::deg_to_rad((float)i + 10);
|
||||
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
|
||||
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w;
|
||||
|
||||
|
|
@ -5221,12 +5221,12 @@ void JointGizmosDrawer::draw_cone(const Transform3D &p_offset, const Basis &p_ba
|
|||
r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(1, 0, 0))).origin);
|
||||
|
||||
/// Twist
|
||||
float ts = Math::rad2deg(p_twist);
|
||||
float ts = Math::rad_to_deg(p_twist);
|
||||
ts = MIN(ts, 720);
|
||||
|
||||
for (int i = 0; i < int(ts); i += 5) {
|
||||
float ra = Math::deg2rad((float)i);
|
||||
float rb = Math::deg2rad((float)i + 5);
|
||||
float ra = Math::deg_to_rad((float)i);
|
||||
float rb = Math::deg_to_rad((float)i + 5);
|
||||
float c = i / 720.0;
|
||||
float cn = (i + 5) / 720.0;
|
||||
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w * c;
|
||||
|
|
|
|||
|
|
@ -342,7 +342,7 @@ void Node3DEditorViewport::_update_camera(real_t p_interp_delta) {
|
|||
camera->set_global_transform(to_camera_transform(camera_cursor));
|
||||
|
||||
if (orthogonal) {
|
||||
float half_fov = Math::deg2rad(get_fov()) / 2.0;
|
||||
float half_fov = Math::deg_to_rad(get_fov()) / 2.0;
|
||||
float height = 2.0 * cursor.distance * Math::tan(half_fov);
|
||||
camera->set_orthogonal(height, get_znear(), get_zfar());
|
||||
} else {
|
||||
|
|
@ -2144,7 +2144,7 @@ void Node3DEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, cons
|
|||
}
|
||||
|
||||
const real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
|
||||
const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
|
||||
const real_t radians_per_pixel = Math::deg_to_rad(degrees_per_pixel);
|
||||
const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
|
||||
const bool invert_x_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_x_axis");
|
||||
|
||||
|
|
@ -2177,7 +2177,7 @@ void Node3DEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const
|
|||
|
||||
// Scale mouse sensitivity with camera FOV scale when zoomed in to make it easier to point at things.
|
||||
const real_t degrees_per_pixel = real_t(EditorSettings::get_singleton()->get("editors/3d/freelook/freelook_sensitivity")) * MIN(1.0, cursor.fov_scale);
|
||||
const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
|
||||
const real_t radians_per_pixel = Math::deg_to_rad(degrees_per_pixel);
|
||||
const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
|
||||
|
||||
// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
|
||||
|
|
@ -4534,7 +4534,7 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
|
|||
break;
|
||||
}
|
||||
|
||||
static const float orthogonal_threshold = Math::cos(Math::deg2rad(87.0f));
|
||||
static const float orthogonal_threshold = Math::cos(Math::deg_to_rad(87.0f));
|
||||
bool axis_is_orthogonal = ABS(plane.normal.dot(global_axis)) < orthogonal_threshold;
|
||||
|
||||
double angle = 0.0f;
|
||||
|
|
@ -4554,10 +4554,10 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
|
|||
if (_edit.snap || spatial_editor->is_snap_enabled()) {
|
||||
snap = spatial_editor->get_rotate_snap();
|
||||
}
|
||||
angle = Math::rad2deg(angle) + snap * 0.5; //else it won't reach +180
|
||||
angle = Math::rad_to_deg(angle) + snap * 0.5; //else it won't reach +180
|
||||
angle -= Math::fmod(angle, snap);
|
||||
set_message(vformat(TTR("Rotating %s degrees."), String::num(angle, snap_step_decimals)));
|
||||
angle = Math::deg2rad(angle);
|
||||
angle = Math::deg_to_rad(angle);
|
||||
|
||||
bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW); // Disable local transformation for TRANSFORM_VIEW
|
||||
|
||||
|
|
@ -5725,7 +5725,7 @@ void Node3DEditor::_xform_dialog_action() {
|
|||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
translate[i] = xform_translate[i]->get_text().to_float();
|
||||
rotate[i] = Math::deg2rad(xform_rotate[i]->get_text().to_float());
|
||||
rotate[i] = Math::deg_to_rad(xform_rotate[i]->get_text().to_float());
|
||||
scale[i] = xform_scale[i]->get_text().to_float();
|
||||
}
|
||||
|
||||
|
|
@ -7611,10 +7611,10 @@ void Node3DEditor::_load_default_preview_settings() {
|
|||
// On any not-tidally-locked planet, a sun would have an angular altitude
|
||||
// of 60 degrees as the average of all points on the sphere at noon.
|
||||
// The azimuth choice is arbitrary, but ideally shouldn't be on an axis.
|
||||
sun_rotation = Vector2(-Math::deg2rad(60.0), Math::deg2rad(150.0));
|
||||
sun_rotation = Vector2(-Math::deg_to_rad(60.0), Math::deg_to_rad(150.0));
|
||||
|
||||
sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
|
||||
sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
|
||||
sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
|
||||
sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
|
||||
sun_direction->update();
|
||||
environ_sky_color->set_pick_color(Color(0.385, 0.454, 0.55));
|
||||
environ_ground_color->set_pick_color(Color(0.2, 0.169, 0.133));
|
||||
|
|
@ -7657,8 +7657,8 @@ void Node3DEditor::_update_preview_environment() {
|
|||
}
|
||||
}
|
||||
|
||||
sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
|
||||
sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
|
||||
sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
|
||||
sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
|
||||
|
||||
bool disable_env = world_env_count > 0 || environ_button->is_pressed();
|
||||
|
||||
|
|
@ -7691,15 +7691,15 @@ void Node3DEditor::_sun_direction_input(const Ref<InputEvent> &p_event) {
|
|||
sun_rotation.x += mm->get_relative().y * (0.02 * EDSCALE);
|
||||
sun_rotation.y -= mm->get_relative().x * (0.02 * EDSCALE);
|
||||
sun_rotation.x = CLAMP(sun_rotation.x, -Math_TAU / 4, Math_TAU / 4);
|
||||
sun_angle_altitude->set_value(-Math::rad2deg(sun_rotation.x));
|
||||
sun_angle_azimuth->set_value(180.0 - Math::rad2deg(sun_rotation.y));
|
||||
sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
|
||||
sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
|
||||
_preview_settings_changed();
|
||||
}
|
||||
}
|
||||
|
||||
void Node3DEditor::_sun_direction_angle_set() {
|
||||
sun_rotation.x = Math::deg2rad(-sun_angle_altitude->get_value());
|
||||
sun_rotation.y = Math::deg2rad(180.0 - sun_angle_azimuth->get_value());
|
||||
sun_rotation.x = Math::deg_to_rad(-sun_angle_altitude->get_value());
|
||||
sun_rotation.y = Math::deg_to_rad(180.0 - sun_angle_azimuth->get_value());
|
||||
_preview_settings_changed();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -566,9 +566,23 @@ static const char *gdscript_function_renames[][2] = {
|
|||
{ "to_utf8", "to_utf8_buffer" }, // String
|
||||
{ "to_wchar", "to_utf32_buffer" }, // String // TODO - utf32 or utf16?
|
||||
|
||||
// Globals
|
||||
// @GlobalScope
|
||||
{ "bytes2var", "bytes_to_var" },
|
||||
{ "bytes2var_with_objects", "bytes_to_var_with_objects" },
|
||||
{ "db2linear", "db_to_linear" },
|
||||
{ "deg2rad", "deg_to_rad" },
|
||||
{ "linear2db", "linear_to_db" },
|
||||
{ "rad2deg", "rad_to_deg" },
|
||||
{ "rand_range", "randf_range" },
|
||||
{ "stepify", "snapped" },
|
||||
{ "str2var", "str_to_var" },
|
||||
{ "var2str", "var_to_str" },
|
||||
{ "var2bytes", "var_to_bytes" },
|
||||
{ "var2bytes_with_objects", "var_to_bytes_with_objects" },
|
||||
|
||||
// @GDScript
|
||||
{ "dict2inst", "dict_to_inst" },
|
||||
{ "inst2dict", "inst_to_dict" },
|
||||
|
||||
{ nullptr, nullptr },
|
||||
};
|
||||
|
|
@ -955,9 +969,23 @@ static const char *csharp_function_renames[][2] = {
|
|||
{ "ToUtf8", "ToUtf8Buffer" }, // String
|
||||
{ "ToWchar", "ToUtf32Buffer" }, // String // TODO - utf32 or utf16?
|
||||
|
||||
// Globals
|
||||
// @GlobalScope
|
||||
{ "Bytes2Var", "BytesToVar" },
|
||||
{ "Bytes2VarWithObjects", "BytesToVarWithObjects" },
|
||||
{ "Db2Linear", "DbToLinear" },
|
||||
{ "Deg2Rad", "DegToRad" },
|
||||
{ "Linear2Db", "LinearToDb" },
|
||||
{ "Rad2Deg", "RadToDeg" },
|
||||
{ "RandRange", "RandfRange" },
|
||||
{ "Stepify", "Snapped" },
|
||||
{ "Str2Var", "StrToVar" },
|
||||
{ "Var2Str", "VarToStr" },
|
||||
{ "Var2Bytes", "VarToBytes" },
|
||||
{ "Var2BytesWithObjects", "VarToBytesWithObjects" },
|
||||
|
||||
// @GDScript
|
||||
{ "Dict2Inst", "DictToInst" },
|
||||
{ "Inst2Dict", "InstToDict" },
|
||||
|
||||
{ nullptr, nullptr },
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue