mirror of https://github.com/qt/qtdatavis3d.git
Use qRadiansToDegrees() and qDegreesToRadians() more widely
These document what the arithmetic is actually doing; and save us an ad-hoc use of an approximate value for pi while we're about it. Task-number: QTBUG-58083 Change-Id: I82c5502af724b33ec598c5a9da76537f93a95eac Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
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@ -353,7 +353,7 @@ void GraphModifier::zoomToSelectedBar()
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// Rotate the camera so that it always points approximately to the graph center
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//! [15]
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qreal endAngleX = qAtan(qreal(endTarget.z() / endTarget.x())) / M_PI * -180.0 + 90.0;
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qreal endAngleX = 90.0 - qRadiansToDegrees(qAtan(qreal(endTarget.z() / endTarget.x())));
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if (endTarget.x() > 0.0f)
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endAngleX -= 180.0f;
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float barValue = m_graph->selectedSeries()->dataProxy()->itemAt(selectedBar.x(),
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@ -246,7 +246,7 @@ QPoint QBar3DSeries::invalidSelectionPosition()
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static inline float quaternionAngle(const QQuaternion &rotation)
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{
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return qAcos(rotation.scalar()) * 360.0f / M_PI;
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return qRadiansToDegrees(qAcos(rotation.scalar())) * 2.f;
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}
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/*!
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@ -1150,7 +1150,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
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// Need to determine if camera is below graph top
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float distanceToCenter = activeCamera->position().length()
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/ activeCamera->zoomLevel() / m_autoScaleAdjustment * 100.0f;
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qreal cameraAngle = qreal(activeCamera->yRotation()) / 180.0 * M_PI;
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qreal cameraAngle = qDegreesToRadians(qreal(activeCamera->yRotation()));
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float cameraYPos = float(qSin(cameraAngle)) * distanceToCenter;
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m_yFlippedForGrid = cameraYPos < (m_scaleYWithBackground - m_oldCameraTarget.y());
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} else if (m_useOrthoProjection && activeCamera->yRotation() == 0.0f) {
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@ -42,7 +42,6 @@ using namespace QtDataVisualization;
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const int numberOfCols = 8;
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const int numberOfRows = 8;
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const float limit = 8.0f;
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const float PI = 3.14159f;
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#define HEDGEHOG
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ScatterDataModifier::ScatterDataModifier(Q3DScatter *scatter)
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@ -97,18 +96,18 @@ void ScatterDataModifier::addData()
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for (float i = 0; i < numberOfRows; i++) {
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float latAngle = float(i) * latAngleStep + 40.0f;
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float radius = qSin(latAngle * PI / 180.0f) * limit;
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float y = qCos(latAngle * PI / 180.0f) * 1.0f;
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float radius = qSin(qDegreesToRadians(latAngle)) * limit;
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float y = qCos(qDegreesToRadians(latAngle)) * 1.0f;
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#ifdef HEDGEHOG
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float angleZ = (qAtan((y * limit / 2.0f) / radius) * 180.0f / PI);
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float angleZ = qRadiansToDegrees(qAtan((y * limit / 2.0f) / radius));
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QQuaternion rotationZ = QQuaternion::fromAxisAndAngle(QVector3D(0.0f, 0.0f, 1.0f), angleZ - 90.0f);
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#endif
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for (float j = 0; j < numberOfCols; j++) {
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float angle = float(j) * angleStep;
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float x = qCos(angle * PI / 180.0f) * radius;
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float z = qSin(angle * PI / 180.0f) * radius;
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float x = qCos(qDegreesToRadians(angle)) * radius;
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float z = qSin(qDegreesToRadians(angle)) * radius;
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float angleY = (qAtan(z / x) * 180.0f / PI);
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float angleY = qRadiansToDegrees(qAtan(z / x));
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if (x < 0)
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angleY = 180.0f + angleY;
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if (x > 0 && z < 0)
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@ -31,8 +31,6 @@
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#include <QtCore/qmath.h>
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static const double DEG_TO_RAD = M_PI / 180.0;
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Star::Star()
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: m_theta(0),
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m_a(0),
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@ -49,7 +47,7 @@ const void Star::calcXY()
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const QVector2D &p = m_center;
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qreal beta = -m_angle;
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qreal alpha = theta * DEG_TO_RAD;
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qreal alpha = qDegreesToRadians(theta);
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// temporaries to save cpu time
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qreal cosalpha = qCos(alpha);
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