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@@ -71,11 +71,11 @@ void DebugRenderer::add_sphere(const Vec3& center, const float radius, const Col
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// XZ plane
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for (uint32_t deg = 0; deg < 360; deg += deg_step)
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{
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- float rad0 = math::deg_to_rad(deg);
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- float rad1 = math::deg_to_rad(deg + deg_step);
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+ float rad_0 = math::deg_to_rad(deg);
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+ float rad_1 = math::deg_to_rad(deg + deg_step);
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- Vec3 start(math::cos(rad0) * radius, 0, -math::sin(rad0) * radius);
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- Vec3 end (math::cos(rad1) * radius, 0, -math::sin(rad1) * radius);
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+ Vec3 start(math::cos(rad_0) * radius, 0, -math::sin(rad_0) * radius);
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+ Vec3 end (math::cos(rad_1) * radius, 0, -math::sin(rad_1) * radius);
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add_line(center + start, center + end, color, depth_write);
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}
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@@ -83,11 +83,11 @@ void DebugRenderer::add_sphere(const Vec3& center, const float radius, const Col
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// XY plane
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for (uint32_t deg = 0; deg < 360; deg += deg_step)
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{
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- float rad0 = math::deg_to_rad(deg);
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- float rad1 = math::deg_to_rad(deg + deg_step);
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+ float rad_0 = math::deg_to_rad(deg);
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+ float rad_1 = math::deg_to_rad(deg + deg_step);
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- Vec3 start(math::cos(rad0) * radius, math::sin(rad0) * radius, 0);
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- Vec3 end (math::cos(rad1) * radius, math::sin(rad1) * radius, 0);
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+ Vec3 start(math::cos(rad_0) * radius, math::sin(rad_0) * radius, 0);
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+ Vec3 end (math::cos(rad_1) * radius, math::sin(rad_1) * radius, 0);
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add_line(center + start, center + end, color, depth_write);
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}
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@@ -95,11 +95,11 @@ void DebugRenderer::add_sphere(const Vec3& center, const float radius, const Col
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// YZ plane
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for (uint32_t deg = 0; deg < 360; deg += deg_step)
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{
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- float rad0 = math::deg_to_rad(deg);
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- float rad1 = math::deg_to_rad(deg + deg_step);
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+ float rad_0 = math::deg_to_rad(deg);
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+ float rad_1 = math::deg_to_rad(deg + deg_step);
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- Vec3 start(0, math::sin(rad0) * radius, -math::cos(rad0) * radius);
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- Vec3 end (0, math::sin(rad1) * radius, -math::cos(rad1) * radius);
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+ Vec3 start(0, math::sin(rad_0) * radius, -math::cos(rad_0) * radius);
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+ Vec3 end (0, math::sin(rad_1) * radius, -math::cos(rad_1) * radius);
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add_line(center + start, center + end, color, depth_write);
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}
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