本文整理汇总了C++中degreesToRadians函数的典型用法代码示例。如果您正苦于以下问题:C++ degreesToRadians函数的具体用法?C++ degreesToRadians怎么用?C++ degreesToRadians使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了degreesToRadians函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: cos
/*
===================================================
Creates an arc shaped polygon. First it creates vertices
for inner side of the arc and the for the outer side.
After creating of an vertex, it's put in to a polygon
===================================================
*/
QPolygonF Sector::createPolygonArc(double radius, double arcWidth,
double startAngle, double endAngle) const {
QPolygonF arc;
QPointF point;
double spanAngle = 0.0;
if(endAngle >= startAngle) {
spanAngle = endAngle - startAngle;
} else {
spanAngle = (endAngle + 360) - startAngle;
}
// inner edge of the polygon
for(double angle = startAngle; angle <= (startAngle + spanAngle); ++angle) {
point.setX(radius * cos(degreesToRadians(angle)));
point.setY(radius * sin(degreesToRadians(angle)));
arc << point;
}
// outer edge
double angle = 0.0;
if(startAngle + spanAngle > 360) {
angle = 360.0f + endAngle;
} else {
angle = endAngle;
}
for( ; angle >= startAngle; --angle) {
point.setX((arcWidth + radius) * cos(degreesToRadians(angle)));
point.setY((arcWidth + radius) * sin(degreesToRadians(angle)));
arc << point;
}
return arc;
}
示例2: testDecomposeRQ3x3
void testDecomposeRQ3x3()
{
try
{
srand(1);
// This test produces an incorrect result when the validation check in givensDecomposeRQ3x3 isn't used.
decomposeTest(
( Eigen::Vector3d() << degreesToRadians( -90. ), degreesToRadians( 24.5916 ), degreesToRadians( -90. ) ).finished(),
( Eigen::Matrix3d() << 1.94444, 0, 0, 0, 2.1875, 0, 0.0141111, 0.127, 1. ).finished()
);
for( unsigned int i = 0; i < 1000; ++i )
{
decomposeTest(
( Eigen::Vector3d() << randomNumber( -M_PI*.5, M_PI*.5 ), randomNumber( -M_PI*.5, M_PI*.5 ), randomNumber( -M_PI*.5, M_PI*.5 ) ).finished(),
( Eigen::Matrix3d() << randomNumber( 0.1, 3. ), 0, 0, 0, randomNumber( 0.1, 3. ), 0, randomNumber( 0.1, 3. ), randomNumber( 0.1, 3. ), 1. ).finished()
);
}
}
catch ( std::exception &e )
{
BOOST_WARN( !e.what() );
BOOST_CHECK( !"Exception thrown during DecomposeRQ3x3Test." );
}
}
示例3: detectEdgeRotation
/**
* Detects rotation at one edge of the area specified by left, top, right, bottom.
* Which of the four edges to take depends on whether shiftX or shiftY is non-zero,
* and what sign this shifting value has.
*/
static double detectEdgeRotation(float deskewScanRange, float deskewScanStep, int deskewScanSize, float deskewScanDepth, int shiftX, int shiftY, int left, int top, int right, int bottom, struct IMAGE* image) {
// either shiftX or shiftY is 0, the other value is -i|+i
// depending on shiftX/shiftY the start edge for shifting is determined
double rangeRad;
double stepRad;
double rotation;
int peak;
int maxPeak;
double detectedRotation;
double m;
rangeRad = degreesToRadians((double)deskewScanRange);
stepRad = degreesToRadians((double)deskewScanStep);
detectedRotation = 0.0;
maxPeak = 0;
// iteratively increase test angle, alterating between +/- sign while increasing absolute value
for (rotation = 0.0; rotation <= rangeRad; rotation = (rotation>=0.0) ? -(rotation + stepRad) : -rotation ) {
m = tan(rotation);
peak = detectEdgeRotationPeak(m, deskewScanSize, deskewScanDepth, shiftX, shiftY, left, top, right, bottom, image);
if (peak > maxPeak) {
detectedRotation = rotation;
maxPeak = peak;
}
}
return radiansToDegrees(detectedRotation);
}
示例4: Line
//----------------------------------------------------------------------------------------------------------------------
// Environment
//----------------------------------------------------------------------------------------------------------------------
void SMCEnvironment::fromXml(const ci::XmlTree& xml)
{
for(ci::XmlTree::ConstIter elem = xml.begin(); elem != xml.end(); ++elem)
{
const ci::XmlTree& obj = *elem;
ci::Vec2f pos = ci::Vec2f(obj["PosX"].as<float>(), obj["PosY"].as<float>());
if(obj.getTag() == "Line")
{
Line* l = new Line (pos, degreesToRadians(obj["Angle"].as<float>()), obj["Length"].as<float>());
m_objects.push_back(l);
}
else if (obj.getTag() == "Circle")
{
Circle* c = new Circle (pos, obj["Radius"].as<float>());
m_objects.push_back(c);
}
else if (obj.getTag() == "Torus")
{
Torus* t = new Torus (pos, obj["Radius"].as<float>(), obj["Width"].as<float>());
t->setPeak(obj.getAttributeValue<float>("Peak", 1.0f));
m_objects.push_back(t);
}
else if (obj.getTag() == "Gradient")
{
Gradient* c = new Gradient (pos, obj["Radius"].as<float>());
m_objects.push_back(c);
}
else if (obj.getTag() == "Triangle")
{
Triangle* t = new Triangle (pos, obj["Size"].as<float>());
m_objects.push_back(t);
}
else if (obj.getTag() == "Gaussian")
{
Gaussian* g = new Gaussian (pos, obj["Width"].as<float>(), obj["Height"].as<float>(), ci::Vec2f(obj["DirX"].as<float>(), obj["DirY"].as<float>()));
m_objects.push_back(g);
}
else
{
// Not recognized as supported object
continue;
}
bool visibility = obj.getAttributeValue<bool>("Visible", true);
m_objects[m_objects.size() - 1]->setVisibility(visibility);
float posVarX = obj.getAttributeValue<float>("PosVarX", 0.0);
float posVarY = obj.getAttributeValue<float>("PosVarY", 0.0);
m_objects[m_objects.size() - 1]->setPositionVariance(ci::Vec2f(posVarX, posVarY));
float angVar = degreesToRadians(obj.getAttributeValue<float>("AngleVar", 0.0));
m_objects[m_objects.size() - 1]->setAngleVariance(angVar);
}
}
示例5: cos
Matrix Matrix::createRotationZ(float angle)
{
Matrix result = identityMatrix;
result.elements[0] = cos(degreesToRadians(angle));
result.elements[4] = -sin(degreesToRadians(angle));
result.elements[1] = sin(degreesToRadians(angle));
result.elements[5] = cos(degreesToRadians(angle));
return result;
}
示例6: JCos
void Bullet::fireBullet(GLfloat xPos, GLfloat yPos, GLfloat angle)
{
m_isActive = true;
m_collisionBox.xPos = xPos;
m_collisionBox.yPos = yPos;
m_collisionBox.height = BULLET_HEIGHT;
m_collisionBox.width = BULLET_WIDTH;
m_xVelocity = JCos(degreesToRadians(angle + 90));
m_yVelocity = JSin(degreesToRadians(angle + 90));
}
示例7: CVector3d
/** Returns a rotated copy of the object by a given azimuth and elevation.
*/
CPanelGroup CSailDisp::dispObject() const
{
const CVector3d center = baseRect.center();
CMatrix4x4 matrix;
matrix.translate(center);
matrix.rotate(degreesToRadians(m_elevation), CVector3d(1, 0, 0));
matrix.rotate(degreesToRadians(m_azimuth), CVector3d(0, 1, 0));
matrix.translate(-center);
return baseObject.transformed(matrix);
}
示例8: getEyePosition
void FirstPersonCamera::use()
{
// Obtain the reference point determined by the angles
float eyeX, eyeY, eyeZ;
getEyePosition(eyeX, eyeY, eyeZ);
float centerX = eyeX + cos(degreesToRadians(xzAngle))*cos(degreesToRadians(yAngle));
float centerY = eyeY + sin(degreesToRadians(yAngle));
float centerZ = eyeZ + sin(degreesToRadians(xzAngle))*cos(degreesToRadians(yAngle));
setReferencePoint(centerX, centerY, centerZ);
// Use the camera
Camera::use();
}
示例9: degreesToRadians
EllipsePath::EllipsePath(Point center, MCFixed width, MCFixed height,
double startAngle, double endAngle) {
startAngle = degreesToRadians(startAngle);
endAngle = degreesToRadians(endAngle);
int pointCount = 20;
double angleDelta = (endAngle - startAngle) / pointCount;
for (int i = 0; i < pointCount; i++) {
double angle = startAngle + (angleDelta * i);
emplace_back(Point(center.X + width * MCFixed(cos(angle)),
center.Y - height * MCFixed(sin(angle))));
}
emplace_back(Point(center.X + width * MCFixed(cos(endAngle)),
center.Y - height * MCFixed(sin(endAngle))));
}
示例10: getEyePosition
/* Rotating */
void FreeCamera::rotate(float angle)
{
float eyeX, eyeY, eyeZ;
float centerX, centerY, centerZ;
getEyePosition(eyeX, eyeY, eyeZ);
getReferencePoint(centerX, centerY, centerZ);
float distance = distance2D(eyeX, eyeZ, centerX, centerZ);
centerX += distance*(cos(degreesToRadians(xzAngle + angle)) - cos(degreesToRadians(xzAngle)));
centerZ += distance*(sin(degreesToRadians(xzAngle + angle)) - sin(degreesToRadians(xzAngle)));
xzAngle += angle;
setReferencePoint(centerX, centerY, centerZ);
}
示例11: multiply
Gosu::Transform
Gosu::rotate(double angle, double aroundX, double aroundY)
{
double c = std::cos(degreesToRadians(angle));
double s = std::sin(degreesToRadians(angle));
Gosu::Transform result = {
+c, +s, 0, 0,
-s, +c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
if (aroundX != 0 || aroundY != 0)
result = multiply(multiply(translate(-aroundX, -aroundY), result), translate(aroundX, aroundY));
return result;
}
示例12: TEST
// Descr: test degrees to radians and radians to degrees
// Implementation details: See gtest/samples for GTest syntax and usage
TEST(GeometryTest, D2RandR2D)
{
//test converting Degrees to Radians
// I know this 'should' be EXPECT_DOUBLE_EQ, but even though the values were good to the 5th or 6th decimal place, it was failing.
// So, there you go.
EXPECT_FLOAT_EQ(degreesToRadians(1),0.0174532925 );
EXPECT_FLOAT_EQ(degreesToRadians(254),4.4331363 );
EXPECT_FLOAT_EQ(degreesToRadians(360),6.283185307 );
EXPECT_FLOAT_EQ(degreesToRadians(15),0.261799388 );
EXPECT_FLOAT_EQ(radiansToDegrees(3.14),179.908747671 );
EXPECT_FLOAT_EQ(radiansToDegrees(0.174532925),10 );
EXPECT_FLOAT_EQ(radiansToDegrees(1.745329252),100 );
EXPECT_FLOAT_EQ(radiansToDegrees(.1234567),7.073547863 );
EXPECT_FLOAT_EQ(radiansToDegrees(6.195918845),355 );
}
示例13: initBoardAlignment
void initBoardAlignment(const boardAlignment_t *boardAlignment)
{
if (isBoardAlignmentStandard(boardAlignment)) {
return;
}
standardBoardAlignment = false;
fp_angles_t rotationAngles;
rotationAngles.angles.roll = degreesToRadians(boardAlignment->rollDegrees );
rotationAngles.angles.pitch = degreesToRadians(boardAlignment->pitchDegrees);
rotationAngles.angles.yaw = degreesToRadians(boardAlignment->yawDegrees );
buildRotationMatrix(&rotationAngles, boardRotation);
}
示例14: cosf
/**
* CPotatoChainGunWeapon::fireWeapon
* @date Modified May 5, 2006
*/
bool CPotatoChainGunWeapon::fireWeapon()
{
if (!m_nAmmoLeft)
return false;
if (CTimer::getInstance().getTime() - m_fTimer >= 0.15f)
{
CObjectManager::ObjectList loPlayers;
CObjectManager::getInstance().getObjects(OBJ_PLAYER, &loPlayers);
((CPlayer*)(loPlayers.front()))->m_oStats.addShotsFired();
// use the player's position as the initial position of the potato
D3DXVECTOR3 vPotatoPos;
if (!getPlayer()->getWeaponActorPos(&vPotatoPos))
vPotatoPos = m_poCharacter->getBV().centerPt;
vPotatoPos += m_poCharacter->getOrientation() * 5.0f;
vPotatoPos.x += cosf(degreesToRadians(m_nAngles[m_nBarrelIndex]));
vPotatoPos.z += sinf(degreesToRadians(m_nAngles[m_nBarrelIndex]));
// loop back to zero if we go over
++m_nBarrelIndex %= 5;
vPotatoPos.x *= BARREL_RADIUS;
vPotatoPos.z *= BARREL_RADIUS;
CPotato *pPotato = (CPotato*)CObjectManager::getInstance().createObject(OBJ_WEAPONPROJ_POTATO);
pPotato->m_pMesh = m_nPotatoMesh;
pPotato->m_pMesh->addRef();
pPotato->setPosition(vPotatoPos + m_poCharacter->getOrientation() * 5);
pPotato->m_oBV.centerPt = pPotato->getPosition();
pPotato->m_oBV.fRadius = 1.0f;
pPotato->setOrientation(m_poCharacter->getOrientation());
pPotato->m_vVelocity = pPotato->getOrientation()* 100.0f;
pPotato->m_nDamage = m_nDamage;
pPotato->m_nAreaOfEffect = m_nAreaOfEffect;
pPotato->setPlayer((CPlayer*)m_poCharacter);
pPotato->activate();
m_nAmmoLeft--;
m_fTimer = CTimer::getInstance().getTime();
// Play sound
CSoundManager::getInstance().playSound(SND_EFFECT_POTATOFIRE);
return true;
}
return false;
}
示例15: cosf
void Player::moveForward(const float speed)
{
//Vector3 pos = getPosition();
const float speed_multiplier = 40;
float cosYaw = cosf(degreesToRadians(m_yaw));
float sinYaw = sinf(degreesToRadians(m_yaw));
//pos.x += float(cosYaw)*speed;
//pos.z += float(sinYaw)*speed;
btVector3 linearVelocity = getCollider()->getBody()->getLinearVelocity();
getCollider()->getBody()->setLinearVelocity(btVector3(btScalar(float(cosYaw)*speed*speed_multiplier), linearVelocity.getY(), btScalar(float(sinYaw)*speed*speed_multiplier)));
//setPosition(pos);
}