diff --git a/src/client/camera.cpp b/src/client/camera.cpp index af70f4ebd..fda9948e9 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -138,8 +138,8 @@ void Camera::notifyFovChange() // Returns the fractional part of x inline f32 my_modf(f32 x) { - double dummy; - return modf(x, &dummy); + float dummy; + return std::modf(x, &dummy); } void Camera::step(f32 dtime) @@ -407,10 +407,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio) f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; f32 bobknob = 1.2; - f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); + f32 bobtmp = std::sin(std::pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( - 0.3 * bobdir * sin(bobfrac * M_PI), + 0.3 * bobdir * std::sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); @@ -531,11 +531,9 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio) addArmInertia(yaw); // Position the wielded item - //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65); - //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); - wield_position.Y += fabs(m_wield_change_timer)*320 - 40; + wield_position.Y += std::abs(m_wield_change_timer)*320 - 40; if(m_digging_anim < 0.05 || m_digging_anim > 0.5) { f32 frac = 1.0; @@ -543,33 +541,29 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio) frac = 2.0 * (m_digging_anim - 0.5); // This value starts from 1 and settles to 0 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f); - //f32 ratiothing2 = pow(ratiothing, 0.5f); f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; - wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); - //wield_position.Z += frac * 5.0 * ratiothing2; - wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); - wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); - //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); - //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); + wield_position.Y -= frac * 25.0f * std::pow(ratiothing2, 1.7f); + wield_position.X -= frac * 35.0f * std::pow(ratiothing2, 1.1f); + wield_rotation.Y += frac * 70.0f * std::pow(ratiothing2, 1.4f); } if (m_digging_button != -1) { f32 digfrac = m_digging_anim; - wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); - wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); + wield_position.X -= 50 * std::sin(std::pow(digfrac, 0.8f) * M_PI); + wield_position.Y += 24 * std::sin(digfrac * 1.8 * M_PI); wield_position.Z += 25 * 0.5; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); core::quaternion quat_slerp; - quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI)); + quat_slerp.slerp(quat_begin, quat_end, std::sin(digfrac * M_PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } else { f32 bobfrac = my_modf(m_view_bobbing_anim); - wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0; - wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0; + wield_position.X -= std::sin(bobfrac*M_PI*2.0) * 3.0; + wield_position.Y += std::sin(my_modf(bobfrac*2.0)*M_PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); @@ -584,8 +578,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio) // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. const v3f &speed = player->getSpeed(); - const bool movement_XZ = hypot(speed.X, speed.Z) > BS; - const bool movement_Y = fabs(speed.Y) > BS; + const bool movement_XZ = std::hypot(speed.X, speed.Z) > BS; + const bool movement_Y = std::abs(speed.Y) > BS; const bool walking = movement_XZ && player->touching_ground; const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; diff --git a/src/client/client.cpp b/src/client/client.cpp index 1f315252e..ba4c8ee98 100644 --- a/src/client/client.cpp +++ b/src/client/client.cpp @@ -1806,7 +1806,7 @@ struct TextureUpdateArgs { void Client::showUpdateProgressTexture(void *args, u32 progress, u32 max_progress) { TextureUpdateArgs* targs = (TextureUpdateArgs*) args; - u16 cur_percent = ceil(progress / (double) max_progress * 100.); + u16 cur_percent = std::ceil(progress / max_progress * 100.f); // update the loading menu -- if necessary bool do_draw = false; diff --git a/src/client/game.cpp b/src/client/game.cpp index ea686ddbc..13ebffc7c 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -3708,11 +3708,11 @@ bool Game::nodePlacement(const ItemDefinition &selected_def, break; }; case NDT_SIGNLIKE: { - rotate90 = abs(pdir.X) < abs(pdir.Z); + rotate90 = std::abs(pdir.X) < std::abs(pdir.Z); break; } default: { - rotate90 = abs(pdir.X) > abs(pdir.Z); + rotate90 = std::abs(pdir.X) > std::abs(pdir.Z); break; } } diff --git a/src/clientdynamicinfo.h b/src/clientdynamicinfo.h index 4e033dfbf..bbea5d149 100644 --- a/src/clientdynamicinfo.h +++ b/src/clientdynamicinfo.h @@ -38,8 +38,8 @@ public: bool equal(const ClientDynamicInfo &other) const { return render_target_size == other.render_target_size && - abs(real_gui_scaling - other.real_gui_scaling) < 0.001f && - abs(real_hud_scaling - other.real_hud_scaling) < 0.001f && + std::abs(real_gui_scaling - other.real_gui_scaling) < 0.001f && + std::abs(real_hud_scaling - other.real_hud_scaling) < 0.001f && touch_controls == other.touch_controls; } diff --git a/src/particles.cpp b/src/particles.cpp index e48c52030..c67d72711 100644 --- a/src/particles.cpp +++ b/src/particles.cpp @@ -46,9 +46,9 @@ T RangedParameter::pickWithin() const auto p = numericAbsolute(bias) + 1; for (size_t i = 0; i < sizeof(values) / sizeof(values[0]); ++i) { if (bias < 0) - values[i] = 1.0f - pow(myrand_float(), p); + values[i] = 1.0f - std::pow(myrand_float(), p); else - values[i] = pow(myrand_float(), p); + values[i] = std::pow(myrand_float(), p); } return T::pick(values, min, max); } diff --git a/src/player.cpp b/src/player.cpp index f0461c9e1..14750b950 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -191,7 +191,7 @@ u32 PlayerControl::getKeysPressed() const float abs_d; // (absolute value indicates forward / backward) - abs_d = abs(movement_direction); + abs_d = std::abs(movement_direction); if (abs_d < 3.0f / 8.0f * M_PI) keypress_bits |= (u32)1; // Forward if (abs_d > 5.0f / 8.0f * M_PI) @@ -201,7 +201,7 @@ u32 PlayerControl::getKeysPressed() const abs_d = movement_direction + M_PI_2; if (abs_d >= M_PI) abs_d -= 2 * M_PI; - abs_d = abs(abs_d); + abs_d = std::abs(abs_d); // (value now indicates left / right) if (abs_d < 3.0f / 8.0f * M_PI) keypress_bits |= (u32)1 << 2; // Left