Gui: Use std::numeric_limits and std::numbers instead of defines
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@@ -23,7 +23,6 @@
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#include "PreCompiled.h"
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#ifndef _PreComp_
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# include <cfloat>
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# ifdef FC_OS_WIN32
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# include <windows.h>
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# endif
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@@ -3267,7 +3266,7 @@ void View3DInventorViewer::setCameraType(SoType type)
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// heightAngle. Setting it to 45 deg also causes an issue with a too
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// close camera but we don't have this other ugly effect.
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static_cast<SoPerspectiveCamera*>(cam)->heightAngle = (float)(M_PI / 4.0); // NOLINT
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static_cast<SoPerspectiveCamera*>(cam)->heightAngle = (float)(std::numbers::pi / 4.0); // NOLINT
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}
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lightRotation->rotation.connectFrom(&cam->orientation);
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@@ -3426,7 +3425,7 @@ void View3DInventorViewer::viewAll()
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SoCamera* cam = this->getSoRenderManager()->getCamera();
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if (cam && cam->getTypeId().isDerivedFrom(SoPerspectiveCamera::getClassTypeId())) {
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static_cast<SoPerspectiveCamera*>(cam)->heightAngle = (float)(M_PI / 4.0); // NOLINT
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static_cast<SoPerspectiveCamera*>(cam)->heightAngle = (float)(std::numbers::pi / 4.0); // NOLINT
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}
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if (isAnimationEnabled()) {
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@@ -3632,26 +3631,28 @@ void View3DInventorViewer::alignToSelection()
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angle *= -1;
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}
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using std::numbers::pi;
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// Make angle positive
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if (angle < 0) {
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angle += 2 * M_PI;
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angle += 2 * pi;
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}
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// Find the angle to rotate to the nearest horizontal or vertical alignment with directionX.
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// f is a small value used to get more deterministic behavior when the camera is at directionX +- 45 degrees.
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const float f = 0.00001F;
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if (angle <= M_PI_4 + f) {
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if (angle <= pi/4 + f) {
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angle = 0;
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}
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else if (angle <= 3 * M_PI_4 + f) {
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angle = M_PI_2;
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else if (angle <= 3 * pi/4 + f) {
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angle = pi/2;
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}
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else if (angle < M_PI + M_PI_4 - f) {
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angle = M_PI;
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else if (angle < pi + pi/4 - f) {
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angle = pi;
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}
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else if (angle < M_PI + 3 * M_PI_4 - f) {
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angle = M_PI + M_PI_2;
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else if (angle < pi + 3 * pi/4 - f) {
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angle = pi + pi/2;
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}
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else {
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angle = 0;
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@@ -3960,7 +3961,7 @@ void View3DInventorViewer::drawAxisCross()
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const float NEARVAL = 0.1F;
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const float FARVAL = 10.0F;
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const float dim = NEARVAL * float(tan(M_PI / 8.0)); // FOV is 45 deg (45/360 = 1/8)
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const float dim = NEARVAL * float(tan(std::numbers::pi / 8.0)); // FOV is 45 deg (45/360 = 1/8)
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glFrustum(-dim, dim, -dim, dim, NEARVAL, FARVAL);
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