Searched refs:acos (Results 1 – 25 of 46) sorted by relevance
12
233 return QUATERNION<T>((std::acos(q.w/nq)/norm(q.xyz))*q.xyz, log(nq)); in log()240 const T theta(a*std::acos(q.w / nq)); in pow()249 const T a = std::acos(std::abs(d) / npq); in slerp()
143 public static float acos(float value) { in acos() method in MathUtils144 return (float) Math.acos(value); in acos()
80 return (int)(ceilf(angleInRads / acos(targetCosVal) / 2)) * 2; in divisionsNeededToApproximateArc()
57 double angle = Math.acos(dot(vec1, vec2)); in set()64 return Math.acos(Math.min(dot(vec1, vec2), 1)); in calcAngle()
30 float theta = acos(p.z / r);
77 float angle = (float) Math.acos(cos); in getAngle()
43 /* slope in Q11 used to compute y = acos(x) */
430 return (float) Math.acos(sum); in cosineDistance()453 return (float) Math.acos(a); in minimumCosineDistance()457 return (float) Math.acos(a * cosine + b * sine); in minimumCosineDistance()
75 TEST_FUNC_1(acos);
152 float theta = acos(angle); in rsQuaternionSlerp()
342 float __attribute__((overloadable)) acos(float v) { in acos() function345 FN_FUNC_FN(acos)355 return acos(v) / M_PI; in FN_FUNC_FN()1604 THUNK_NATIVE_F(acos)1881 HN_FUNC_HN(acos);
362 + ", angle=" + (Math.acos(dotProduct / mag1 / mag2) * 180 / Math.PI) in hasMoved()
573 f = acos(f);574 f2 = acos(f2);575 f3 = acos(f3);576 f4 = acos(f4);
242 TEST_FN_FUNC_FN(acos);
593 f = acos(f);594 f2 = acos(f2);595 f3 = acos(f3);596 f4 = acos(f4);
267 TEST_FN_FUNC_FN(acos);
591 f = acos(f);592 f2 = acos(f2);593 f3 = acos(f3);594 f4 = acos(f4);
115 TEST_FN_FUNC_FN(acos);
228 TEST_FN_FUNC_FN(acos);
114 TEST_HN_FUNC_HN(acos);
265 TEST_FN_FUNC_FN(acos);
295 float theta = acos(angle);