Searched refs:axisNorm (Results 1 – 5 of 5) sorted by relevance
550 double totalQ[4],dQ[4], axisNorm[3], origin[3]; in rotate() local555 vectorCopy3D(axis,axisNorm); in rotate()556 vectorScalarDiv3D(axisNorm,vectorMag3D(axisNorm)); in rotate()622 double dQ[4], axisNorm[3], origin[3]; in rotate() local627 vectorCopy3D(axis,axisNorm); in rotate()628 vectorScalarDiv3D(axisNorm,vectorMag3D(axisNorm)); in rotate()633 dQ[i+1] = axisNorm[i]*sin(dAngle*0.5); in rotate()
204 double axisNorm = axis.GetLength (); in drawMulti() local205 if (axisNorm == 0.0) in drawMulti()207 Vector axisNormalized = axis / axisNorm; in drawMulti()
259 T axisNorm = x*x + y*y + z*z; in SetRotationAngleAndAxis() local260 if (axisNorm != 0.0) in SetRotationAngleAndAxis()266 this->SetX((x / axisNorm) * f); in SetRotationAngleAndAxis()267 this->SetY((y / axisNorm) * f); in SetRotationAngleAndAxis()268 this->SetZ((z / axisNorm) * f); in SetRotationAngleAndAxis()
280 T axisNorm = x * x + y * y + z * z; in SetRotationAngleAndAxis() local281 if (axisNorm != 0.0) in SetRotationAngleAndAxis()285 this->SetX((x / axisNorm) * f); in SetRotationAngleAndAxis()286 this->SetY((y / axisNorm) * f); in SetRotationAngleAndAxis()287 this->SetZ((z / axisNorm) * f); in SetRotationAngleAndAxis()
261 T axisNorm = x*x + y*y + z*z; in SetRotationAngleAndAxis() local262 if (axisNorm != 0.0) in SetRotationAngleAndAxis()266 this->SetX((x / axisNorm) * f); in SetRotationAngleAndAxis()267 this->SetY((y / axisNorm) * f); in SetRotationAngleAndAxis()268 this->SetZ((z / axisNorm) * f); in SetRotationAngleAndAxis()