Angle
float Angle() const;
float angle = conic->Angle();
return Angle(i + 1);
return Angle(i); // value is closer to previous
Angle::Cosine(void)
Angle
Angle::InvCosine(float value)
return Angle(i + 1);
return Angle(i); // value is closer to previous
Angle::Tangent(int *status)
Angle
Angle::InvTangent(float value)
return Angle(0);
return Angle(i+1);
return Angle(i); // value is closer to previous
Angle::Quadrant()
Angle
Angle::Constrain180()
return Angle(fAngleValue);
return Angle(value);
Angle
Angle::Constrain90()
return Angle(fAngleValue);
return Angle(value);
Angle::SetValue(float angle)
Angle::Value() const
Angle::_InitTrigTables()
Angle&
Angle::operator=(const Angle &from)
Angle&
Angle::operator=(const float &from)
Angle&
Angle::operator=(const long &from)
Angle&
Angle::operator=(const int &from)
Angle::operator==(const Angle &from)
Angle::operator!=(const Angle &from)
Angle::operator>(const Angle &from)
Angle::operator<(const Angle &from)
Angle::operator>=(const Angle &from)
Angle::operator<=(const Angle &from)
Angle::Angle(float angle)
Angle::Angle()
Angle::~Angle()
Angle::Normalize()
Angle::Sine()
Angle
Angle::InvSine(float value)
return Angle(0);
class Angle {
Angle(float angle);
Angle();
virtual ~Angle();
Angle InvSine(float value);
Angle InvCosine(float value);
Angle InvTangent(float value);
Angle Constrain180(void);
Angle Constrain90(void);
Angle &operator=(const Angle &from);
Angle &operator=(const float &from);
Angle &operator=(const long &from);
Angle &operator=(const int &from);
bool operator==(const Angle &from);
bool operator!=(const Angle &from);
bool operator<(const Angle &from);
bool operator>(const Angle &from);
bool operator>=(const Angle &from);
bool operator<=(const Angle &from);
Angle rotationAngle(fRotation);
Angle shearAngle(fShear);
Add(conic->Angle());