Jolt Physics
A multi core friendly Game Physics Engine
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Go to the source code of this file.
Functions | |
JPH_NAMESPACE_BEGIN JPH_INLINE float | Sin (float inX) |
Sine of x (input in radians) | |
JPH_INLINE float | Cos (float inX) |
Cosine of x (input in radians) | |
JPH_INLINE float | Tan (float inX) |
Tangent of x (input in radians) | |
JPH_INLINE float | ASin (float inX) |
JPH_INLINE float | ACos (float inX) |
JPH_INLINE float | ACosApproximate (float inX) |
An approximation of ACos, max error is 4.2e-3 over the entire range [-1, 1], is approximately 2.5x faster than ACos. | |
JPH_INLINE float | ATan (float inX) |
Arc tangent of x (returns value in the range [-PI / 2, PI / 2]) | |
JPH_INLINE float | ATan2 (float inY, float inX) |
Arc tangent of y / x using the signs of the arguments to determine the correct quadrant (returns value in the range [-PI, PI]) | |
JPH_INLINE float ACos | ( | float | inX | ) |
Arc cosine of x (returns value in the range [0, PI]) Note that all input values will be clamped to the range [-1, 1] and this function will not return NaNs like std::acos
JPH_INLINE float ACosApproximate | ( | float | inX | ) |
An approximation of ACos, max error is 4.2e-3 over the entire range [-1, 1], is approximately 2.5x faster than ACos.
JPH_INLINE float ASin | ( | float | inX | ) |
Arc sine of x (returns value in the range [-PI / 2, PI / 2]) Note that all input values will be clamped to the range [-1, 1] and this function will not return NaNs like std::asin
JPH_INLINE float ATan | ( | float | inX | ) |
Arc tangent of x (returns value in the range [-PI / 2, PI / 2])
JPH_INLINE float ATan2 | ( | float | inY, |
float | inX | ||
) |
Arc tangent of y / x using the signs of the arguments to determine the correct quadrant (returns value in the range [-PI, PI])
JPH_INLINE float Cos | ( | float | inX | ) |
Cosine of x (input in radians)
JPH_NAMESPACE_BEGIN JPH_INLINE float Sin | ( | float | inX | ) |
Sine of x (input in radians)
JPH_INLINE float Tan | ( | float | inX | ) |
Tangent of x (input in radians)