for (auto j = (i + 1); j != end; ++j) {
glm::dvec3 diff((*i)->GetSituation().Position() - (*j)->GetSituation().Position());
double max_dist = ((*i)->Size() + (*j)->Size()) * 1.74;
- if (length2(diff) > max_dist * max_dist) continue;
+ if (glm::length2(diff) > max_dist * max_dist) continue;
math::AABB j_box((*j)->CollisionBox());
glm::dmat4 j_mat((*j)->CollisionTransform());
glm::dvec3 normal;
for (auto &c : collisions) {
c.A().GetSituation().Move(c.Normal() * (c.Depth() * -0.5));
c.B().GetSituation().Move(c.Normal() * (c.Depth() * 0.5));
- c.A().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.AVel()));
- c.B().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.BVel()));
+ c.A().GetSituation().Accelerate(c.Normal() * -glm::dot(c.Normal(), c.AVel()));
+ c.B().GetSituation().Accelerate(c.Normal() * -glm::dot(c.Normal(), c.BVel()));
// TODO: notify participants so they can be annoyed
}
}
for (int i = 0; i < 100; ++i) {
double dE = (E - e * sin(E) - M) / (1 - e * cos(E));
E -= dE;
- if (abs(dE) < 1.0e-6) break;
+ if (std::abs(dE) < 1.0e-6) break;
}
return E;
}
namespace {
/// map p onto cube, s gives the surface, u and v the position in [-1,1]
void cubemap(const glm::dvec3 &p, int &s, double &u, double &v) noexcept {
- const glm::dvec3 p_abs(abs(p));
- const glm::bvec3 p_pos(greaterThan(p, glm::dvec3(0.0)));
+ const glm::dvec3 p_abs(glm::abs(p));
+ const glm::bvec3 p_pos(glm::greaterThan(p, glm::dvec3(0.0)));
double max_axis = 0.0;
if (p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) {
glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
double u = (double(x) - Radius() + 0.5) / Radius();
double v = (double(y) - Radius() + 0.5) / Radius();
- return normalize(cubeunmap(srf, u, v)) * (Radius() + e);
+ return glm::normalize(cubeunmap(srf, u, v)) * (Radius() + e);
}
void Planet::BuildVAO(const Set<TileType> &ts) {
const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
- attrib[4 * index + 0].position = normalize(pos[0]) * (surface < 3 ? offset : -offset);
+ attrib[4 * index + 0].position = glm::normalize(pos[0]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 0].normal = pos[0];
attrib[4 * index + 0].tex_coord[0] = 0.0f;
attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
attrib[4 * index + 0].tex_coord[2] = tex;
- attrib[4 * index + 1].position = normalize(pos[1]) * (surface < 3 ? offset : -offset);
+ attrib[4 * index + 1].position = glm::normalize(pos[1]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 1].normal = pos[1];
attrib[4 * index + 1].tex_coord[0] = 0.0f;
attrib[4 * index + 1].tex_coord[1] = tex_v_end;
attrib[4 * index + 1].tex_coord[2] = tex;
- attrib[4 * index + 2].position = normalize(pos[2]) * (surface < 3 ? offset : -offset);
+ attrib[4 * index + 2].position = glm::normalize(pos[2]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 2].normal = pos[2];
attrib[4 * index + 2].tex_coord[0] = 1.0f;
attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
attrib[4 * index + 2].tex_coord[2] = tex;
- attrib[4 * index + 3].position = normalize(pos[3]) * (surface < 3 ? offset : -offset);
+ attrib[4 * index + 3].position = glm::normalize(pos[3]) * (surface < 3 ? offset : -offset);
attrib[4 * index + 3].normal = pos[3];
attrib[4 * index + 3].tex_coord[0] = 1.0f;
attrib[4 * index + 3].tex_coord[1] = tex_v_end;
}
float elevation = math::OctaveNoise(
elevation_gen,
- to_tile / p.Radius(),
+ glm::vec3(to_tile / p.Radius()),
3, // octaves
0.5, // persistence
5 / p.Radius(), // frequency
);
float variation = math::OctaveNoise(
variation_gen,
- to_tile / p.Radius(),
+ glm::vec3(to_tile / p.Radius()),
3, // octaves
0.5, // persistence
16 / p.Radius(), // frequency