Merge pull request #2172 from erwincoumans/master
use certain methods from std namespace
This commit is contained in:
@@ -109,9 +109,9 @@ int DillCreator::recurseDill(const int level, const int parent, const idScalar d
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m_body_T_parent_ref[body](i, j) = 0.0;
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}
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}
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const idScalar size_5 = pow(size, 5);
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m_body_I_body[body](0, 0) = size_5 / 0.2e6;
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m_body_I_body[body](1, 1) = size_5 * 403 / 1.2e6;
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const idScalar size_5 = std::pow(size, 5);
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m_body_I_body[body](0, 0) = size_5 / 0.2e6;
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m_body_I_body[body](1, 1) = size_5 * 403 / 1.2e6;
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m_body_I_body[body](2, 2) = m_body_I_body[body](1, 1);
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getVecMatFromDH(0, 0, a_DH_in, alpha_DH_in, &m_parent_r_parent_body_ref[body],
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@@ -19,6 +19,7 @@ subject to the following restrictions:
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#include "LinearMath/btIDebugDraw.h"
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#include <stdio.h> //printf debugging
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#include <cmath>
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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@@ -114,8 +115,8 @@ void AllConstraintDemo::initPhysics()
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///gear constraint demo
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#define THETA SIMD_PI / 4.f
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#define L_1 (2 - tan(THETA))
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#define L_2 (1 / cos(THETA))
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#define L_1 (2 - std::tan(THETA))
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#define L_2 (1 / std::cos(THETA))
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#define RATIO L_2 / L_1
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btRigidBody* bodyA = 0;
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@@ -5,8 +5,9 @@
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*/
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#include "Gwen/Anim.h"
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#include "Gwen/Utility.h"
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#include <math.h>
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#include <cmath>
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#include "Gwen/Utility.h"
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using namespace Gwen;
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@@ -123,13 +124,12 @@ void Gwen::Anim::TimedAnimation::Think()
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if (fDelta < 0.0f) fDelta = 0.0f;
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if (fDelta > 1.0f) fDelta = 1.0f;
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Run(pow(fDelta, m_fEase));
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Run(std::pow(fDelta, m_fEase));
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if (fDelta == 1.0f)
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{
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m_bFinished = true;
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OnFinish();
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}
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if (fDelta == 1.0f) {
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m_bFinished = true;
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OnFinish();
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}
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}
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bool Gwen::Anim::TimedAnimation::Finished()
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@@ -11,6 +11,7 @@
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#include "Gwen/Platform.h"
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#include <math.h>
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#include <cmath>
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using namespace Gwen;
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using namespace Gwen::Controls;
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@@ -89,9 +90,10 @@ void TextBox::Render(Skin::Base* skin)
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}
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// Draw caret
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if (fmod(Gwen::Platform::GetTimeInSeconds() - m_fLastInputTime, 1.0f) > 0.5f)
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skin->GetRender()->SetDrawColor(Gwen::Color(255, 255, 255, 255));
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else
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if (std::fmod(Gwen::Platform::GetTimeInSeconds() - m_fLastInputTime,
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1.0f) > 0.5f)
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skin->GetRender()->SetDrawColor(Gwen::Color(255, 255, 255, 255));
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else
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skin->GetRender()->SetDrawColor(Gwen::Color(0, 0, 0, 255));
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skin->GetRender()->DrawFilledRect(m_rectCaretBounds);
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@@ -1,20 +1,21 @@
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#include "TinyRenderer.h"
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#include <vector>
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#include <limits>
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#include <cmath>
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#include <iostream>
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#include "tgaimage.h"
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#include "model.h"
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#include "geometry.h"
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#include "our_gl.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3MinMax.h"
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#include <limits>
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#include <vector>
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#include "../CommonInterfaces/CommonFileIOInterface.h"
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#include "../OpenGLWindow/ShapeData.h"
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#include "../Utils/b3BulletDefaultFileIO.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3Logging.h"
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#include "Bullet3Common/b3MinMax.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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#include "Bullet3Common/b3Logging.h"
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#include "../CommonInterfaces/CommonFileIOInterface.h"
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#include "../Utils/b3BulletDefaultFileIO.h"
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#include "geometry.h"
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#include "model.h"
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#include "our_gl.h"
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#include "tgaimage.h"
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struct DepthShader : public IShader
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{
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@@ -161,10 +162,11 @@ struct Shader : public IShader
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Vec2f uv = varying_uv * bar;
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Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
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float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
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float diffuse = b3Max(0.f, bn * m_light_dir_local);
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float specular = std::pow(b3Max(reflection_direction.z, 0.f),
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m_model->specular(uv));
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float diffuse = b3Max(0.f, bn * m_light_dir_local);
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color = m_model->diffuse(uv);
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color = m_model->diffuse(uv);
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color[0] *= m_colorRGBA[0];
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color[1] *= m_colorRGBA[1];
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color[2] *= m_colorRGBA[2];
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@@ -1,10 +1,11 @@
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include "model.h"
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#include "Bullet3Common/b3Logging.h"
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#include <string.h> // memcpy
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#include <cmath>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include "Bullet3Common/b3Logging.h"
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Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_()
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{
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std::ifstream in;
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@@ -159,10 +160,10 @@ TGAColor Model::diffuse(Vec2f uvf)
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// bool repeat = true;
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// if (repeat)
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{
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uvf[0] = modf(uvf[0], &val);
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uvf[1] = modf(uvf[1], &val);
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}
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Vec2i uv(uvf[0] * diffusemap_.get_width(), uvf[1] * diffusemap_.get_height());
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uvf[0] = std::modf(uvf[0], &val);
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uvf[1] = std::modf(uvf[1], &val);
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}
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Vec2i uv(uvf[0] * diffusemap_.get_width(), uvf[1] * diffusemap_.get_height());
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return diffusemap_.get(uv[0], uv[1]);
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}
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return TGAColor(255, 255, 255, 255);
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