Searched refs:DEG2RAD (Results 1 – 8 of 8) sorted by relevance
175 static constexpr float DEG2RAD = PI * 2.0f / 360.0f; in BASE_BEGIN_NAMESPACE() local178 static constexpr float RAD2DEG = 1.0f / DEG2RAD; in BASE_BEGIN_NAMESPACE()
89 return FromEulerRad(Vec3(x, y, z) * Math::DEG2RAD); in BASE_BEGIN_NAMESPACE()95 return FromEulerRad(euler * Math::DEG2RAD); in BASE_BEGIN_NAMESPACE()
149 DEFINE_PROPERTY(float, yFov, "Vertical Fov", 0, VALUE(60.f * BASE_NS::Math::DEG2RAD))
1567 float x = (radius * BASE_NS::Math::sin((BASE_NS::Math::DEG2RAD * position.GetX()))); in SetupCameraTransform()1568 float z = (radius * BASE_NS::Math::cos((BASE_NS::Math::DEG2RAD * position.GetZ()))); in SetupCameraTransform()1569 float y = (radius * BASE_NS::Math::sin((BASE_NS::Math::DEG2RAD * position.GetY()))); in SetupCameraTransform()1679 … float x = (radius * BASE_NS::Math::sin((BASE_NS::Math::DEG2RAD * light->GetPosition().GetX()))); in GetLightPositionAndRotation()1680 … float z = (radius * BASE_NS::Math::cos((BASE_NS::Math::DEG2RAD * light->GetPosition().GetZ()))); in GetLightPositionAndRotation()1681 … float y = (radius * BASE_NS::Math::sin((BASE_NS::Math::DEG2RAD * light->GetPosition().GetY()))); in GetLightPositionAndRotation()
254 float originalYfov_ = BASE_NS::Math::DEG2RAD * 60.0f;
30 META_IMPLEMENT_INTERFACE_PROPERTY(SCENE_NS::ICamera, float, FoV, 60.f * BASE_NS::Math::DEG2RAD)
564 cc.yFov = Math::DEG2RAD * 60.f; in CreateCamera()
143 cc.yFov = Math::DEG2RAD * fovDegrees; in CreateCamera()