/// <summary> /// Converts a direction cosine matrix to yaw, pitch, roll in radians. /// </summary> /// <param name="dcm"> /// The direction cosine matrix. /// </param> /// <returns> /// The corresponding yaw, pitch, roll in radians. /// </returns> public static vec3f Dcm2YprInRads(mat3f dcm) { return(new vec3f( (float)SMath.Atan2(dcm.E01, dcm.E00), (float)SMath.Asin(-dcm.E02), (float)SMath.Atan2(dcm.E12, dcm.E22))); }
public static int Math_ASin(ILuaState luaState) { double rad = luaState.ToNumber(-1) * Mathf.Deg2Rad; luaState.PushNumber((float)Math.Asin(rad)); return(1); }
/// <summary> /// calculate the declination of the sun /// </summary> /// <param name="t">number of Julian centuries since J2000.0</param> /// <returns>sun's declination in degrees</returns> private static double SunDeclination(double t) { var e = ObliquityCorrection(t); var lambda = SunApparentLong(t); var sint = Math.Sin(DegreeToRadian(e)) * Math.Sin(DegreeToRadian(lambda)); var theta = RadianToDegree(Math.Asin(sint)); return(theta); // in degrees }
public static double Asin(double d) => Math.Asin(d);
public static Half Asin(Half x) => (Half)M.Asin(x);
public static double Asin(double value) { return(CSMath.Asin(value) * kRadiansToDegrees); }
public static Angle Asin(Real radians) { return(FromRadians(Math.Asin(radians))); }
/// <summary> /// Finds the inverse sine, the angle whose sine is the given ratio. /// </summary> /// <param name="ratio">The sine of the angle, a number in the range [-1, 1].</param> /// <returns name="angle">The angle whose sine is the input ratio.</returns> /// <search>asine,arcsin</search> public static double Asin(double ratio) { return(CSMath.Asin(ratio) * kRadiansToDegrees); }
public static float Pitch(QuaternionF quat) { return((float)SysMath.Asin(2.0f * (quat._w * quat._y - quat._z * quat._x))); }
public static float Pitch(QuaternionF quat) { //Contract.Requires<ArgumentNullException>(quat != null, "quat"); return((float)SysMath.Asin(2.0f * (quat._w * quat._y - quat._z * quat._x))); }
public static double CylToSphere(double s) { return(Math.Asin(Math.Tanh(s))); }
public static double Asin(double d) { return(Math.Asin(d)); }
public static float Asin(float x) { return((float)Math.Asin(x)); }
static double IFloatingPoint <double> .Asin(double x) => Math.Asin(x);