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Searched refs:l_angle (Results 1 – 10 of 10) sorted by relevance

/dports/misc/morse/morse-1.4-154-g53f9eaa8/src/morse/core/
H A Dwheeled_robot.py347 l_angle = math.copysign(self._max_steering_angle, radius)
352 l_angle = math.atan(cot_l_angle)
356 l_angle = r_angle = 0.0
358 logger.info("l_angle %f r_angle %f" % (l_angle, r_angle))
360 if abs(l_angle) >= self._max_steering_angle or \
368 diff_l_angle = l_angle - current_l_angle
/dports/graphics/vips/vips-8.12.0/libvips/mosaicing/
H A Dim_improve.c89 pnew->l_angle = pold->l_angle; in copypoints()
H A Dim_initialize.c96 points->l_angle = 0.0; in vips__initialize()
H A Dim_clinear.c173 points->l_angle = angle; in vips__clinear()
H A Dpmosaicing.h168 double l_scale, l_angle, l_deltax, l_deltay; member
H A Dtbmosaic.c208 *angle1 = newpoints.l_angle; in vips__find_tboverlap()
H A Dlrmosaic.c237 *angle1 = newpoints.l_angle; in vips__find_lroverlap()
/dports/misc/vxl/vxl-3.3.2/contrib/brl/bbas/bsol/
H A Dbsol_hough_line_index.cxx346 float l_angle, line_angle; in lines_in_interval() local
348 this->array_loc(l, l_ndist, l_angle); in lines_in_interval()
357 bool within_angle_radius = std::fabs(l_angle - line_angle) < theta_dist; in lines_in_interval()
/dports/misc/vxl/vxl-3.3.2/core/vgl/algo/
H A Dvgl_hough_index_2d.hxx443 T l_angle, line_angle; in lines_in_interval()
445 this->array_loc(l, l_ndist, l_angle); in lines_in_interval()
454 bool within_angle_radius = std::fabs(l_angle - line_angle) < theta_dist; in lines_in_interval()
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/VK-GL-CTS/src/modules/gles31/functional/
H A Des31fGeometryShaderTests.cpp1543 const float l_angle = float(invocationID) / float(m_numInvocations) * 5.5f; in shadePrimitives() local
1550 …sition0 = vertex->position + tcu::Vec4(deFloatCos(l_angle) * (l_radius - 0.1f), deFloatSin(l_… in shadePrimitives()
1551 …sition1 = vertex->position + tcu::Vec4(deFloatCos(l_angle+0.1f) * l_radius, deFloatSin(l_… in shadePrimitives()
1552 …sition2 = vertex->position + tcu::Vec4(deFloatCos(l_angle-0.1f) * l_radius, deFloatSin(l_… in shadePrimitives()
1568 …4 basePosition = vertex->position + tcu::Vec4(deFloatCos(l_angle) * l_radius, deFloatSin(l_angle) … in shadePrimitives()