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AA branch: oops, ImInvLengthSqr() is ImInvLength()
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@ -766,7 +766,7 @@ static inline float ImLerp(float a, float b, float t)
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static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
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static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
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static inline float ImInvLengthSqr(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
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static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
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static bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c)
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{
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@ -9132,7 +9132,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const ImVec2& p1 = points[i1];
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const ImVec2& p2 = points[i2];
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ImVec2 diff = p2 - p1;
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diff *= ImInvLengthSqr(diff, 1.0f);
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diff *= ImInvLength(diff, 1.0f);
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temp_normals[i1].x = diff.y;
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temp_normals[i1].y = -diff.x;
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}
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@ -9204,7 +9204,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const ImVec2& p1 = points[i1];
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const ImVec2& p2 = points[i2];
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ImVec2 diff = p2 - p1;
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diff *= ImInvLengthSqr(diff, 1.0f);
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diff *= ImInvLength(diff, 1.0f);
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const float dx = diff.x * (thickness * 0.5f);
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const float dy = diff.y * (thickness * 0.5f);
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@ -9241,7 +9241,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
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const ImVec2& p0 = points[i0];
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const ImVec2& p1 = points[i1];
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ImVec2 diff = p1 - p0;
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diff *= ImInvLengthSqr(diff, 1.0f);
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diff *= ImInvLength(diff, 1.0f);
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temp_normals[i0].x = diff.y;
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temp_normals[i0].y = -diff.x;
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}
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