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Searched refs:cosHalfAngle (Results 1 – 12 of 12) sorted by relevance

/dports/science/InsightToolkit/ITK-5.0.1/Modules/Numerics/Optimizers/test/
H A DitkVersorTransformOptimizerTest.cxx287 const VersorType::ValueType cosHalfAngle = ratio.GetW(); in itkVersorTransformOptimizerTest() local
289 cosHalfAngle * cosHalfAngle; in itkVersorTransformOptimizerTest()
H A DitkVersorRigid3DTransformOptimizerTest.cxx355 const VersorType::ValueType cosHalfAngle = ratio.GetW(); in itkVersorRigid3DTransformOptimizerTest() local
357 cosHalfAngle * cosHalfAngle; in itkVersorRigid3DTransformOptimizerTest()
/dports/graphics/embree/embree-3.13.2/tutorials/common/scenegraph/
H A Dlights.h126 …, D(D), L(L), halfAngle(halfAngle), radHalfAngle(deg2rad(halfAngle)), cosHalfAngle(cos(deg2rad(hal… in DistantLight()
144 float cosHalfAngle; //!< Cosine of half illumination angle variable
/dports/devel/tokamak/tokamak_release/include/math/
H A Dne_math_q_inline.h402 f32 cosHalfAngle = cosf(halfAngle); in Set() local
406 Set(tmp, cosHalfAngle); in Set()
/dports/graphics/reactphysics3d/reactphysics3d-0.8.0/src/systems/
H A DSolveHingeJointSystem.cpp884 decimal cosHalfAngle = relativeRotation.w; in computeCurrentHingeAngle() local
892 hingeAngle = decimal(2.0) * std::atan2(sinHalfAngleAbs, cosHalfAngle); in computeCurrentHingeAngle()
895 hingeAngle = decimal(2.0) * std::atan2(sinHalfAngleAbs, -cosHalfAngle); in computeCurrentHingeAngle()
/dports/games/dhewm3/dhewm3-1.5.1/neo/game/physics/
H A DPhysics_AF.cpp3383 this->cosHalfAngle = (float) cos( DEG2RAD( coneAngle * 0.25f ) ); in Setup()
3467 q.w = cosHalfAngle; in Add()
3573 saveFile->WriteFloat( cosHalfAngle ); in Save()
3589 saveFile->ReadFloat( cosHalfAngle ); in Restore()
3637 cosHalfAngle[0] = (float) cos( DEG2RAD( pyramidAngle1 * 0.25f ) ); in Setup()
3734 q.w = cosHalfAngle[i]; in Add()
3827 q.w = cosHalfAngle[i]; in DebugDraw()
3857 saveFile->WriteFloat( cosHalfAngle[0] ); in Save()
3858 saveFile->WriteFloat( cosHalfAngle[1] ); in Save()
3876 saveFile->ReadFloat( cosHalfAngle[0] ); in Restore()
[all …]
H A DPhysics_AF.h564 float cosHalfAngle; // cos( coneAngle / 4 ) variable
596 float cosHalfAngle[2]; // cos( pyramidAngle / 4 ) variable
/dports/games/dhewm3/dhewm3-1.5.1/neo/d3xp/physics/
H A DPhysics_AF.cpp3384 this->cosHalfAngle = (float) cos( DEG2RAD( coneAngle * 0.25f ) ); in Setup()
3468 q.w = cosHalfAngle; in Add()
3574 saveFile->WriteFloat( cosHalfAngle ); in Save()
3590 saveFile->ReadFloat( cosHalfAngle ); in Restore()
3638 cosHalfAngle[0] = (float) cos( DEG2RAD( pyramidAngle1 * 0.25f ) ); in Setup()
3735 q.w = cosHalfAngle[i]; in Add()
3828 q.w = cosHalfAngle[i]; in DebugDraw()
3858 saveFile->WriteFloat( cosHalfAngle[0] ); in Save()
3859 saveFile->WriteFloat( cosHalfAngle[1] ); in Save()
3877 saveFile->ReadFloat( cosHalfAngle[0] ); in Restore()
[all …]
H A DPhysics_AF.h564 float cosHalfAngle; // cos( coneAngle / 4 ) variable
596 float cosHalfAngle[2]; // cos( pyramidAngle / 4 ) variable
/dports/graphics/quesa/quesa-1.8/Source/Core/System/
H A DE3Math.c3587 float cosHalfAngle = (float) cos(halfAngle); in E3Quaternion_SetRotateAboutAxis() local
3590 quaternion->w = cosHalfAngle; in E3Quaternion_SetRotateAboutAxis()
3625 float cosHalfAngle; in E3Quaternion_SetRotateVectorToVector() local
3628 cosHalfAngle = E3Math_SquareRoot((1.0f + cosAngle) * 0.5f); in E3Quaternion_SetRotateVectorToVector()
3632 factor = 1.0f / (2.0f * cosHalfAngle); in E3Quaternion_SetRotateVectorToVector()
3634 quaternion->w = cosHalfAngle; in E3Quaternion_SetRotateVectorToVector()
/dports/graphics/embree/embree-3.13.2/tutorials/common/tutorial/
H A Dscene_device.cpp89 in.L * rcp(uniformSampleConePDF(in.cosHalfAngle)), in updateLight()
90 in.cosHalfAngle); in updateLight()
/dports/games/avp/avp-20170505/src/avp/
H A Dbh_ais.c3801 int cosHalfAngle = GetCos(128); in InitialiseThirdAvoidance() local
3804 deltaRotQ.quatw=cosHalfAngle; in InitialiseThirdAvoidance()