Lines Matching refs:angle

2171       this.rotateX = function(angle) {  argument
2172 this.rotate(angle, 1, 0, 0);
2174 this.rotateY = function(angle) { argument
2175 this.rotate(angle, 0, 1, 0);
2177 this.rotateZ = function(angle) { argument
2178 this.rotate(angle, 0, 0, 1);
2399 var angle = m[0];
2401 this.matrix.rotate(p.radians(angle));
3660 skewX: function(angle) {
3661 this.apply(1, 0, 1, angle, 0, 0);
3663 skewY: function(angle) {
3664 this.apply(1, 0, 1, 0, angle, 0);
3739 rotate: function(angle) {
3740 var c = Math.cos(angle);
3741 var s = Math.sin(angle);
3751 rotateZ: function(angle) {
3752 this.rotate(angle);
3919 rotate: function(angle, v0, v1, v2) {
3921 this.rotateZ(angle);
3924 var c = p.cos(angle);
3925 var s = p.sin(angle);
3956 rotateX: function(angle) {
3957 var c = p.cos(angle);
3958 var s = p.sin(angle);
3962 rotateY: function(angle) {
3963 var c = p.cos(angle);
3964 var s = p.sin(angle);
3967 rotateZ: function(angle) {
3968 var c = Math.cos(angle);
3969 var s = Math.sin(angle);
3995 skewX: function(angle) {
3996 var t = Math.tan(angle);
3999 skewY: function(angle) {
4000 var t = Math.tan(angle);
4122 invRotateX: function(angle) {
4123 var c = Math.cos(-angle);
4124 var s = Math.sin(-angle);
4127 invRotateY: function(angle) {
4128 var c = Math.cos(-angle);
4129 var s = Math.sin(-angle);
4132 invRotateZ: function(angle) {
4133 var c = Math.cos(-angle);
4134 var s = Math.sin(-angle);
6633 p.spotLight = function spotLight(r, g, b, x, y, z, nx, ny, nz, angle, concentration) { argument
6661 uniformf(programObject3D, "lights[" + lightCount + "].angle", angle);
6994 var angle = angle_step;
6998 var curradius = sinLUT[parseInt(angle % PConstants.SINCOS_LENGTH, 10)];
6999 var currY = -cosLUT[parseInt(angle % PConstants.SINCOS_LENGTH, 10)];
7005 angle += angle_step;