Lines Matching refs:DE_PI
682 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration;
683 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentIteration;
719 float angle = 2.0f*DE_PI * (float)i / (float)numLines + 0.001f*(float)m_currentIteration;
835 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
909 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
1090 float angle = 2.0f * DE_PI * (float)i / (float)numPolygons + 0.001f*(float)m_currentIteration;
1091 Vec3 pt0 (3.0f*deFloatCos(angle + 2.0f*DE_PI*0.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*0.0f/3.0f), 1.0f);
1092 Vec3 pt1 (3.0f*deFloatCos(angle + 2.0f*DE_PI*1.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*1.0f/3.0f), 0.0f);
1093 Vec3 pt2 (3.0f*deFloatCos(angle + 2.0f*DE_PI*2.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*2.0f/3.0f), 0.0f);
1152 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles;
1153 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles;
1559 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles;
1560 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles;