// ----------------------------------------------------------------------------- float Angle::AsPositiveDegrees() const { return ConvertToDegrees (AsPositiveRadians()); }
// ----------------------------------------------------------------------------- float Angle::AsDegrees() const { return ConvertToDegrees (mRadian); }
/* ============================== ============================== */ void TwLimb::GetUniversalAngle2(void* value, void* clientData) { *reinterpret_cast<float*>(value) = ConvertToDegrees(reinterpret_cast<IKAUniversal*>(clientData)->GetAngle2()); }
/* ============================== ============================== */ void TwLimb::GetHingeAngle(void* value, void* clientData) { *reinterpret_cast<float*>(value) = ConvertToDegrees(reinterpret_cast<IKAHinge*>(clientData)->GetAngle()); }
/* ============================== ============================== */ void TwLimb::GetBallRotation(void* value, void* clientData) { *reinterpret_cast<vec3*>(value) = ConvertToDegrees(eulerAngles(reinterpret_cast<IKABall*>(clientData)->GetRot())); }
/* ============================== ============================== */ vec3 TwLimb::ConvertToDegrees(const vec3& euler) { return vec3(ConvertToDegrees(euler.x), ConvertToDegrees(euler.y), ConvertToDegrees(euler.z)); }