Searched refs:orient3 (Results 1 – 5 of 5) sorted by relevance
/dports/lang/yorick/yorick-y_2_2_04/i/ |
H A D | demo5.i | 43 orient3; in demo5() 69 orient3; in demo5() 134 orient3; in demo5()
|
H A D | pl3d.i | 128 func orient3(phi, theta) in orient3() function
|
/dports/cad/netgen/netgen-6.2.2105/libsrc/meshing/ |
H A D | topology.cpp | 752 int orient1 = 0, orient2 = 0, orient3=0; in Update() local 761 orient3 = 1; in Update() 772 orient3 = 1; in Update() 783 orient3 = 1; in Update() 794 orient3 = 1; in Update() 814 … parent_edges[i] = { 8+orient1+2*orient2+4*orient3, { paedgenr1, paedgenr2, paedgenr3 } }; in Update()
|
/dports/math/cgal/CGAL-5.3/include/CGAL/ |
H A D | Periodic_2_triangulation_2.h | 3802 Orientation orient3 = orientation(p2, p0, p, o2, o0, o); in bounded_side() local 3806 if (orient2 == COLLINEAR || orient3 == COLLINEAR) in bounded_side() 3815 if (orient3 == COLLINEAR) in bounded_side() 3822 if (orient3 == COLLINEAR) in bounded_side() 3830 if (orient1 == orient2 && orient2 == orient3) in bounded_side()
|
/dports/lang/yorick/yorick-y_2_2_04/doc/ |
H A D | yorick.tex | 4683 The orient3 operation is less general than rot3, and therefore easier 4684 to use. With orient3, the z axis of your world coordinates always 4688 axis. The optional second argument to orient3 is the angle from the 4691 With no arguments, orient3 returns to a sane standard orientation. 4695 orient3 4702 orient3 call, you completely specify the orientation of your object. 4703 Thus, if you set the orientation of your object by orient3: 4706 orient3, -.75*pi 4711 different orient3 command: 4714 orient3, -.70*pi [all …]
|