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Searched refs:angles (Results 1 – 15 of 15) sorted by relevance

/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
DConstraintRotLimit.java89 float[] angles = new float[3]; in bakeConstraint() local
92 rotations[frame].toAngles(angles); in bakeConstraint()
93 this.rotLimit(angles, ipo.calculateValue(frame)); in bakeConstraint()
94 rotations[frame].fromAngles(angles); in bakeConstraint()
102 float[] angles = ownerTransform.getRotation().toAngles(null); in bakeConstraint() local
103 this.rotLimit(angles, ipo.calculateValue(0)); in bakeConstraint()
104 ownerTransform.getRotation().fromAngles(angles); in bakeConstraint()
117 private void rotLimit(float[] angles, float influence) { in rotLimit() argument
120 if (angles[0] < limits[0][0]) { in rotLimit()
121 difference = (angles[0] - limits[0][0]) * influence; in rotLimit()
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DConstraintRotLike.java62 float[] angles = new float[3]; in bakeConstraint() local
64 rotations[frame].toAngles(angles); in bakeConstraint()
65 this.rotLike(rotations[frame], angles, targetAngles, ipo.calculateValue(frame)); in bakeConstraint()
/external/jmonkeyengine/engine/src/core/com/jme3/math/
DQuaternion.java166 public Quaternion(float[] angles) { in Quaternion() argument
167 fromAngles(angles); in Quaternion()
225 public Quaternion fromAngles(float[] angles) { in fromAngles() argument
226 if (angles.length != 3) { in fromAngles()
231 return fromAngles(angles[0], angles[1], angles[2]); in fromAngles()
288 public float[] toAngles(float[] angles) { in toAngles() argument
289 if (angles == null) { in toAngles()
290 angles = new float[3]; in toAngles()
291 } else if (angles.length != 3) { in toAngles()
303 angles[1] = 2 * FastMath.atan2(x, w); in toAngles()
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DMatrix4f.java1822 public void angleRotation(Vector3f angles) { in angleRotation() argument
1826 angle = (angles.z * FastMath.DEG_TO_RAD); in angleRotation()
1829 angle = (angles.y * FastMath.DEG_TO_RAD); in angleRotation()
1832 angle = (angles.x * FastMath.DEG_TO_RAD); in angleRotation()
1873 public void setInverseRotationRadians(float[] angles) { in setInverseRotationRadians() argument
1874 if (angles.length != 3) { in setInverseRotationRadians()
1878 double cr = FastMath.cos(angles[0]); in setInverseRotationRadians()
1879 double sr = FastMath.sin(angles[0]); in setInverseRotationRadians()
1880 double cp = FastMath.cos(angles[1]); in setInverseRotationRadians()
1881 double sp = FastMath.sin(angles[1]); in setInverseRotationRadians()
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/external/jmonkeyengine/engine/src/test/jme3test/bullet/
DTestBoneRagdoll.java154 float[] angles = new float[3]; in simpleInitApp()
155 model.getLocalRotation().toAngles(angles); in simpleInitApp()
156 q.fromAngleAxis(angles[1], Vector3f.UNIT_Y); in simpleInitApp()
158 if (angles[0] < 0) { in simpleInitApp()
/external/mesa3d/src/gallium/state_trackers/vega/
Dbezier.c447 float angles[2]; in make_circle() local
480 angles[i] = acos(cos_a)/M_PI; in make_circle()
483 if (angles[0] + angles[1] > 1.) { in make_circle()
487 angles[0] = 1. - angles[0]; in make_circle()
488 angles[1] = 1. - angles[1]; in make_circle()
502 float kappa = 2.*KAPPA * sign * offset * angles[i]; in make_circle()
/external/skia/src/pathops/
DSkPathOpsDebug.cpp376 SkTDArray<const SkOpAngle*>(angles); in debugValidateNext()
379 angles.push(next); in debugValidateNext()
384 SK_ALWAYSBREAK(!angles.contains(next)); in debugValidateNext()
/external/eigen/demos/opengl/
Dquaternion_demo.cpp59 static const float angles [10] = { in FancySpheres() local
83 Vector3f newC = c + ( (AngleAxisf(angles[j*2+1], ax0) in FancySpheres()
84 * AngleAxisf(angles[j*2+0] * (l==1 ? 0.35 : 0.5), ax1)) * ax0) in FancySpheres()
/external/eigen/bench/btl/data/
Dgnuplot_common_settings.hh18 set angles radians
/external/skia/site/user/sample/
Dsampleapp.md12 * Look at different angles - pressing the 'r' slowley rotates the slide.
/external/eigen/doc/
DTutorialGeometry.dox226 <a href="#" class="top">top</a>\section TutorialGeoEulerAngles Euler angles
229 Euler angles might be convenient to create rotation objects.
DTutorialAdvancedInitialization.dox91 with angles in degrees, the corresponding angle in radians, and their sine and cosine.
/external/ceres-solver/docs/source/
Dmodeling.rst1598 The {pitch,roll,yaw} Euler angles are rotations around the {x,y,z}
/external/skia/src/animator/
DSkAnimateSchema.xsd1985 <!-- @attribute strokeMiter StrokeMiter limits the pen's joins on narrow angles. -->
/external/icu/icu4j/main/shared/data/
DTransliterator_Han_Latin_Definition.txt5801 䚧 < curved\-with\-angles;
39866 䚧 > curved\-with\-angles;