From 602404c569449f4d4396fda132d921d409281fa3 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Fri, 3 Oct 2014 09:55:29 -0700 Subject: [PATCH] CR feedback --- interface/src/ui/overlays/Circle3DOverlay.cpp | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) diff --git a/interface/src/ui/overlays/Circle3DOverlay.cpp b/interface/src/ui/overlays/Circle3DOverlay.cpp index 01693488d4..cecec29130 100644 --- a/interface/src/ui/overlays/Circle3DOverlay.cpp +++ b/interface/src/ui/overlays/Circle3DOverlay.cpp @@ -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();