Пример #1
0
inline Matrix4<Real,order> & Matrix4<Real,order>::setRotationDegrees( const float *angles )
{
	const float m_180_pi=180.0/M_PI;
	float vec[3];
	vec[0] = ( float )( angles[0]*m_180_pi );
	vec[1] = ( float )( angles[1]*m_180_pi );
	vec[2] = ( float )( angles[2]*m_180_pi );
	return setRotationRadians( vec );
}
Пример #2
0
void GrnMatrix::setRotationDegrees(Point rotation)
{
	rotation *= GRAD_PI2;
	setRotationRadians(rotation);
}