Renaming PI to aiPi.
parent
06a60c43cf
commit
31e8042071
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@ -97,7 +97,7 @@ inline T getEpsilon() {
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/// @brief Will return the constant PI for the requested type.
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/// @return Pi
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template<class T>
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inline T PI() {
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inline T aiPi() {
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return static_cast<T>(3.14159265358979323846);
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}
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@ -57,7 +57,7 @@ protected:
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aiMatrix4x4 get_predetermined_transformation_matrix_for_decomposition() const {
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aiMatrix4x4 t, r;
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aiMatrix4x4::Translation(aiVector3D(14,-25,-8), t);
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aiMatrix4x4::Rotation(Math::PI<float>() / 4.0f, aiVector3D(1).Normalize(), r);
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aiMatrix4x4::Rotation(Math::aiPi<float>() / 4.0f, aiVector3D(1).Normalize(), r);
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return t * r;
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}
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@ -59,7 +59,7 @@ TEST_F(AssimpAPITest_aiQuaternion, aiCreateQuaternionFromMatrixTest) {
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// to prevent running into division by zero.
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aiMatrix3x3 m, r;
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aiMatrix3x3::Translation(aiVector2D(14,-25), m);
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aiMatrix3x3::RotationZ(Math::PI<float>() / 4.0f, r);
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aiMatrix3x3::RotationZ(Math::aiPi<float>() / 4.0f, r);
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m = m * r;
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result_cpp = aiQuaternion(m);
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@ -127,8 +127,8 @@ TEST_F(AssimpAPITest_aiQuaternion, aiQuaternionInterpolateTest) {
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// Use predetermined quaternions to prevent division by zero
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// during slerp calculations.
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const float INTERPOLATION(0.5f);
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const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::PI<float>() / 4.0f);
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const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::PI<float>() / 2.0f);
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const auto q1 = aiQuaternion(aiVector3D(-1,1,1).Normalize(), Math::aiPi<float>() / 4.0f);
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const auto q2 = aiQuaternion(aiVector3D(1,2,1).Normalize(), Math::aiPi<float>() / 2.0f);
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aiQuaternion::Interpolate(result_cpp, q1, q2, INTERPOLATION);
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aiQuaternionInterpolate(&result_c, &q1, &q2, INTERPOLATION);
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EXPECT_EQ(result_cpp, result_c);
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@ -51,6 +51,6 @@ const float AssimpMathTest::Epsilon = Math::getEpsilon<float>();
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RandomUniformFloatGenerator AssimpMathTest::RandNonZero(1.0f, 100.0f);
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// Initialize with an interval of [-PI,PI] inclusively.
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RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::PI<float>(), Math::PI<float>());
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RandomUniformFloatGenerator AssimpMathTest::RandPI(-Math::aiPi<float>(), Math::aiPi<float>());
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}
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