Searched refs:DEG_TO_RAD (Results 1 – 10 of 10) sorted by relevance
67 spot.setSpotInnerAngle(5*FastMath.DEG_TO_RAD); in setupLighting()68 spot.setSpotOuterAngle(10*FastMath.DEG_TO_RAD); in setupLighting()
92 sl.setSpotOuterAngle(20 * FastMath.DEG_TO_RAD); in simpleInitApp()93 sl.setSpotInnerAngle(15 * FastMath.DEG_TO_RAD); in simpleInitApp()
74 limits[i][0] *= FastMath.DEG_TO_RAD; in ConstraintRotLimit()75 limits[i][1] *= FastMath.DEG_TO_RAD; in ConstraintRotLimit()
280 / (FastMath.DEG_TO_RAD * .5f); in zoomCamera()283 h = FastMath.tan( fovY * FastMath.DEG_TO_RAD * .5f) * near; in zoomCamera()
89 …uterAngle = ((Number) structure.getFieldValue("spotsize")).floatValue()*FastMath.DEG_TO_RAD * 0.5f; in toLight()
141 …float degreeToRadiansFactor = FastMath.DEG_TO_RAD * 10;// the values in blender are divided by 10,… in calculateTrack()
67 public static final float DEG_TO_RAD = PI / 180.0f; field in FastMath
1826 angle = (angles.z * FastMath.DEG_TO_RAD); in angleRotation()1829 angle = (angles.y * FastMath.DEG_TO_RAD); in angleRotation()1832 angle = (angles.x * FastMath.DEG_TO_RAD); in angleRotation()
772 float h = FastMath.tan(fovY * FastMath.DEG_TO_RAD * .5f) * near; in setFrustumPerspective()
378 toleranceDot = FastMath.cos(angle * FastMath.DEG_TO_RAD); in setToleranceAngle()