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Searched refs:orient3 (Results 1 – 5 of 5) sorted by relevance

/dports/lang/yorick/yorick-y_2_2_04/i/
H A Ddemo5.i43 orient3; in demo5()
69 orient3; in demo5()
134 orient3; in demo5()
H A Dpl3d.i128 func orient3(phi, theta) in orient3() function
/dports/cad/netgen/netgen-6.2.2105/libsrc/meshing/
H A Dtopology.cpp752 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 DPeriodic_2_triangulation_2.h3802 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 Dyorick.tex4683 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
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