Replace M_PI with C++ numbers

C++20 added π (pi) to the standard, replace the C macro globally.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser
2026-06-04 19:46:01 +02:00
parent 4379194255
commit 0c0552a428
26 changed files with 99 additions and 81 deletions
+3 -2
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -43,6 +43,7 @@
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <numbers>
/* Note: this implementation uses CVertexBufferManager directly rather than access it through the nicer VertexArray interface,
* because it allows you to work with variable amounts of vertices and indices more easily. New code should prefer
@@ -410,7 +411,7 @@ void CTexturedLineRData::CreateLineCap(const SOverlayTexturedLine& line, const C
// To please OpenGL's winding order, this angle needs to be negated depending on whether we start rotating from
// the (center -> corner1) or (center -> corner2) vector. For the (center -> corner2) vector, we apparently need to use
// the negated angle.
float stepAngle = -(float)(M_PI/(roundCapPoints-1));
float stepAngle = -std::numbers::pi_v<float> / (roundCapPoints-1);
// Push the vertices in triangle fan order (easy to generate GL_TRIANGLES indices for afterwards)
// Note that we're manually adding the corner vertices instead of having them be generated by the rotating vector.