Searched defs:angles (Results 1 - 5 of 5) sorted by relevance

/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/
H A DConstraintRotLimit.java89 float[] angles = new float[3];
92 rotations[frame].toAngles(angles);
93 this.rotLimit(angles, ipo.calculateValue(frame));
94 rotations[frame].fromAngles(angles);
102 float[] angles = ownerTransform.getRotation().toAngles(null);
103 this.rotLimit(angles, ipo.calculateValue(0));
104 ownerTransform.getRotation().fromAngles(angles);
110 * This method computes new constrained angles.
112 * @param angles
113 * angles t
117 rotLimit(float[] angles, float influence) argument
[all...]
/external/eigen/demos/opengl/
H A Dquaternion_demo.cpp59 static const float angles [10] = { local
83 Vector3f newC = c + ( (AngleAxisf(angles[j*2+1], ax0)
84 * AngleAxisf(angles[j*2+0] * (l==1 ? 0.35 : 0.5), ax1)) * ax0)
188 // Euler angles slerp
610 but = new QRadioButton("euler angles");
613 but->setToolTip("use Euler angles to interpolate orientations");
/external/jmonkeyengine/engine/src/core/com/jme3/math/
H A DQuaternion.java160 * collection of rotation angles.
162 * @param angles
163 * the angles of rotation (x, y, z) that will define the
166 public Quaternion(float[] angles) { argument
167 fromAngles(angles);
220 * angles (y,r,p).
222 * @param angles
223 * the Euler angles of rotation (in radians).
225 public Quaternion fromAngles(float[] angles) { argument
226 if (angles
288 toAngles(float[] angles) argument
[all...]
H A DMatrix4f.java1819 * @param angles
1820 * the angles to rotate.
1822 public void angleRotation(Vector3f angles) { argument
1826 angle = (angles.z * FastMath.DEG_TO_RAD);
1829 angle = (angles.y * FastMath.DEG_TO_RAD);
1832 angle = (angles.x * FastMath.DEG_TO_RAD);
1866 * Euler angles that are in radians.
1868 * @param angles
1869 * the Euler angles in radians.
1871 * if angles i
1873 setInverseRotationRadians(float[] angles) argument
1910 setInverseRotationDegrees(float[] angles) argument
[all...]
/external/mesa3d/src/gallium/state_trackers/vega/
H A Dbezier.c447 float angles[2]; local
480 angles[i] = acos(cos_a)/M_PI;
483 if (angles[0] + angles[1] > 1.) {
487 angles[0] = 1. - angles[0];
488 angles[1] = 1. - angles[1];
502 float kappa = 2.*KAPPA * sign * offset * angles[i];

Completed in 222 milliseconds