CR feedback

This commit is contained in:
ZappoMan 2014-10-03 09:55:29 -07:00
parent 4ab0a8e13d
commit 602404c569

View file

@ -33,7 +33,6 @@ void Circle3DOverlay::render() {
return; // do nothing if we're not visible
}
const float PI_OVER_180 = 3.14159265358979f / 180.0f;
const float FULL_CIRCLE = 360.0f;
const float SLICES = 180.0f; // The amount of segment to create the circle
const float SLICE_ANGLE = FULL_CIRCLE / SLICES;
@ -81,7 +80,7 @@ void Circle3DOverlay::render() {
glBegin(GL_QUAD_STRIP);
float angle = startAt;
float angleInRadians = angle * PI_OVER_180;
float angleInRadians = glm::radians(angle);
glm::vec2 firstInnerPoint(cos(angleInRadians) * innerRadius, sin(angleInRadians) * innerRadius);
glm::vec2 firstOuterPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
@ -89,7 +88,7 @@ void Circle3DOverlay::render() {
glVertex2f(firstOuterPoint.x, firstOuterPoint.y);
while (angle < endAt) {
angleInRadians = angle * PI_OVER_180;
angleInRadians = glm::radians(angle);
glm::vec2 thisInnerPoint(cos(angleInRadians) * innerRadius, sin(angleInRadians) * innerRadius);
glm::vec2 thisOuterPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
@ -101,7 +100,7 @@ void Circle3DOverlay::render() {
// get the last slice portion....
angle = endAt;
angleInRadians = angle * PI_OVER_180;
angleInRadians = glm::radians(angle);
glm::vec2 lastInnerPoint(cos(angleInRadians) * innerRadius, sin(angleInRadians) * innerRadius);
glm::vec2 lastOuterPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
@ -118,19 +117,19 @@ void Circle3DOverlay::render() {
float angle = startAt;
float angleInRadians = angle * PI_OVER_180;
float angleInRadians = glm::radians(angle);
glm::vec2 firstPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
glVertex2f(firstPoint.x, firstPoint.y);
while (angle < endAt) {
angle += SLICE_ANGLE;
angleInRadians = angle * PI_OVER_180;
angleInRadians = glm::radians(angle);
glm::vec2 thisPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
glVertex2f(thisPoint.x, thisPoint.y);
if (getIsDashedLine()) {
angle += SLICE_ANGLE / 2.0f; // short gap
angleInRadians = angle * PI_OVER_180;
angleInRadians = glm::radians(angle);
glm::vec2 dashStartPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
glVertex2f(dashStartPoint.x, dashStartPoint.y);
}
@ -138,7 +137,7 @@ void Circle3DOverlay::render() {
// get the last slice portion....
angle = endAt;
angleInRadians = angle * PI_OVER_180;
angleInRadians = glm::radians(angle);
glm::vec2 lastOuterPoint(cos(angleInRadians) * outerRadius, sin(angleInRadians) * outerRadius);
glVertex2f(lastOuterPoint.x, lastOuterPoint.y);
glEnd();