Searched refs:cosTheta (Results 1 – 2 of 2) sorted by relevance
345 float cosTheta = Vector3.dot(start, end); in rotationBetweenVectors() local346 if (cosTheta < -COS_THRESHOLD) { in rotationBetweenVectors()358 return new Quaternion(rotationAxis.x, rotationAxis.y, rotationAxis.z, 1.0f + cosTheta); in rotationBetweenVectors()
1066 double cosTheta = sqrt(1.0 - sinTheta * sinTheta) * m_wb.direction; in MosaicToFrame() local1068 Y = length * cosTheta + m_wb.y; in MosaicToFrame()1076 double cosTheta = sqrt(1.0 - sinTheta * sinTheta) * m_wb.direction; in MosaicToFrame() local1078 X = length * cosTheta + m_wb.x; in MosaicToFrame()