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change to use sincos
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8d939150d7
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@ -206,9 +206,11 @@ make_geometry(float intensity, float length, int num_facets)
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int i;
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for (i = 2; i < num_indices-1; i++) {
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t = (float)cos(ang) * radius;
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float sine,cosine;
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csincos(ang,&sine,&cosine);
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t = cosine * radius;
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dx = x_axis * t;
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t = (float)sin(ang) * radius;
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t = sine * radius;
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dz = z_axis * t;
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coords[i] = dx + dz + offset;
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ang += ang_inc;
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@ -822,9 +822,9 @@ translate_mat(NumType tx, NumType ty) {
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template<class NumType>
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LMatrix3<NumType> LMatrix3<NumType>::
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rotate_mat(NumType angle) {
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double s = sin(deg_2_rad(angle));
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double c = cos(deg_2_rad(angle));
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double angle_rad=deg_2_rad(angle);
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double s,c;
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csincos(angle_rad,&s,&c);
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return LMatrix3<NumType>( c, s, 0.0,
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-s, c, 0.0,
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0.0, 0.0, 1.0);
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@ -884,10 +884,12 @@ rotate_mat(NumType angle, LVecBase3<NumType> axis,
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// Normalize the axis.
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NumType length = axis.dot(axis);
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nassertr(length != 0.0, ident_mat());
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axis /= length;
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NumType recip_length=1.0f/length;
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axis *= recip_length;
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double s = sin(deg_2_rad(angle));
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double c = cos(deg_2_rad(angle));
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double angle_rad=deg_2_rad(angle);
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double s,c;
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csincos(angle_rad,&s,&c);
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double t = 1.0 - c;
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mat(0, 0) = t * axis[0] * axis[0] + c;
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@ -1030,10 +1030,12 @@ rotate_mat(NumType angle, LVecBase3<NumType> axis,
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NumType length2 = axis.dot(axis);
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// Cannot rotate about a zero-length axis.
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nassertr(length2 != 0.0, ident_mat());
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axis /= csqrt(length2);
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NumType recip_sqrt_length2=1.0f/csqrt(length2);
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axis *= recip_sqrt_length2;
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double s = sin(deg_2_rad(angle));
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double c = cos(deg_2_rad(angle));
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double angle_rad=deg_2_rad(angle);
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double s,c;
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csincos(angle_rad,&s,&c);
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double t = 1.0 - c;
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mat(0, 0) = t * axis[0] * axis[0] + c;
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@ -489,16 +489,19 @@ set_hpr(const LVecBase3<NumType> &hpr) {
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LVector3<NumType> v = LVector3<NumType>::up();
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NumType a = deg_2_rad(hpr[0] * 0.5);
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NumType s = csin(a);
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quat_h.set(ccos(a), v[0] * s, v[1] * s, v[2] * s);
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NumType s,c;
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csincos(a,&s,&c);
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quat_h.set(c, v[0] * s, v[1] * s, v[2] * s);
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v = LVector3<NumType>::right();
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a = deg_2_rad(hpr[1] * 0.5);
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csincos(a,&s,&c);
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s = csin(a);
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quat_p.set(ccos(a), v[0] * s, v[1] * s, v[2] * s);
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quat_p.set(c, v[0] * s, v[1] * s, v[2] * s);
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v = LVector3<NumType>::forward();
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a = deg_2_rad(hpr[2] * 0.5);
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s = csin(a);
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quat_r.set(ccos(a), v[0] * s, v[1] * s, v[2] * s);
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csincos(a,&s,&c);
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quat_r.set(c, v[0] * s, v[1] * s, v[2] * s);
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(*this) = quat_h * quat_p * quat_r;
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}
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@ -542,8 +545,7 @@ get_hpr() const {
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} else {
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// this should work all the time, but the above saves some trig operations
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roll = catan2(-c1, c2);
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sr = csin(roll);
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cr = ccos(roll);
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csincos(roll,&sr,&cr);
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roll = rad_2_deg(roll);
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ch = (cr * c3) + (sr * (xz + wy));
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sh = (cr * c4) + (sr * (yz - wx));
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