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自学教程:C++ Degrees函数代码示例

51自学网 2021-06-01 20:26:19
  C++
这篇教程C++ Degrees函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中Degrees函数的典型用法代码示例。如果您正苦于以下问题:C++ Degrees函数的具体用法?C++ Degrees怎么用?C++ Degrees使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了Degrees函数的25个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		auto lightAzimuth = FullCircles(time * -0.5);		light_pos.Set(			Vec3f(				Cos(lightAzimuth),				1.0f,				Sin(lightAzimuth)			) * 2.0f		);		//		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				3.0f,				Degrees(-45),				Degrees(SineWave(time / 30.0) * 70)			)		);		// set the model matrix		model_matrix.Set(			ModelMatrixf::RotationY(FullCircles(time * 0.05))		);		cube.Bind();		gl.CullFace(Face::Back);		cube_instr.Draw(cube_indices);	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:31,


示例2: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				4.0,				Degrees(time * 25),				Degrees(SineWave(time / 30.0) * 90)			)		);		model_matrix.Set(			ModelMatrixf::RotationA(				Vec3f(1.0f, 1.0f, 1.0f),				FullCircles(time * 0.5)			)		);		shape.Draw();		thread_ready.Signal();		parent_ready.Wait();	}
开发者ID:xubingyue,项目名称:oglplus,代码行数:25,


示例3: Render

    void Render(double time)    {        gl.Clear().ColorBuffer().DepthBuffer();        //        auto camera = CamMatrixf::Orbiting(                          Vec3f(),                          4.5,                          Degrees(time * 35),                          Degrees(SineWave(time / 30.0) * 60)                      );        auto model =            ModelMatrixf::RotationY(FullCircles(time * 0.25)) *            ModelMatrixf::RotationX(FullCircles(time * 0.33));        camera_matrix.Set(camera);        model_matrix.Set(model);        transf_time.Set(time);        face_pp.Bind();        gl.PolygonMode(PolygonMode::Fill);        torus_instr.Draw(torus_indices);        frame_pp.Bind();        gl.PolygonMode(PolygonMode::Line);        torus_instr.Draw(torus_indices);    }
开发者ID:GLDRorg,项目名称:oglplus,代码行数:27,


示例4: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		// set the matrix for camera orbiting the origin		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				4.5,				Degrees(time * 35),				Degrees(SineWave(time / 20.0) * 60)			)		);		// set the model matrix		model_matrix.Set(			ModelMatrixf::RotationX(FullCircles(time * 0.25))		);		torus.Bind();		gl.PolygonMode(PolygonMode::Line);		gl.CullFace(Face::Front);		torus_instr.Draw(torus_indices);		//		gl.PolygonMode(PolygonMode::Fill);		gl.CullFace(Face::Back);		torus_instr.Draw(torus_indices);	}
开发者ID:detunized,项目名称:oglplus,代码行数:27,


示例5: Draw

	double Draw(double time)	{		assert(!shapes.empty());		assert(ishape != shapes.end());		shapes::ShapeWrapper& shape = *ishape;		const double interval = 11.0;		double segment = time - shape_time;		double fade = segment*(interval-segment);		fade -= 1.0;		if(fade < 0.0) fade = 0.0;		fade = std::sqrt(fade/interval);		if(fade > 1.0) fade = 1.0;		if(segment > interval)		{			if(++ishape == shapes.end())			{				ishape = shapes.begin();			}			shape_time = time;		}		gl.Clear().DepthBuffer();		float dist = (1.0+SineWave(time / 13.0))*2.5;		projection_matrix.Set(			CamMatrixf::PerspectiveX(				Degrees(45),				1.0,				1.0+dist,				shape.BoundingSphere().Radius()*2.0+1.0+dist			)		);		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				shape.BoundingSphere().Radius()+1.5+dist,				FullCircles(time / 27.0),				Degrees(SineWave(time / 23.0) * 89)			)		);		model_matrix.Set(			ModelMatrixf::RotationA(				Vec3f(1,1,1),				FullCircles(time /-37.0)			)		);		prog.Use();		shape.Use();		shape.Draw();		return fade;	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:58,


示例6: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer().StencilBuffer();		// make the camera matrix orbiting around the origin		// at radius of 3.5 with elevation between 15 and 90 degrees		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				5.0,				Degrees(time * 11),				Degrees(15 + (-SineWave(0.25+time/12.5)+1.0)*0.5*75)			)		);		ModelMatrixf identity;		// make the model transformation matrix		ModelMatrixf model =			ModelMatrixf::Translation(0.0f, 1.5f, 0.0) *			ModelMatrixf::RotationZ(Degrees(time * 43))*			ModelMatrixf::RotationY(Degrees(time * 63))*			ModelMatrixf::RotationX(Degrees(time * 79));		// make the reflection matrix		auto reflection = ModelMatrixf::Reflection(false, true, false);		//		gl.Disable(Capability::Blend);		gl.Disable(Capability::DepthTest);		gl.Enable(Capability::StencilTest);		gl.ColorMask(false, false, false, false);		gl.StencilFunc(CompareFunction::Always, 1, 1);		gl.StencilOp(StencilOp::Keep, StencilOp::Keep, StencilOp::Replace);		gl.Bind(plane);		model_matrix.Set(identity);		gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4);		gl.ColorMask(true, true, true, true);		gl.Enable(Capability::DepthTest);		gl.StencilFunc(CompareFunction::Equal, 1, 1);		gl.StencilOp(StencilOp::Keep, StencilOp::Keep, StencilOp::Keep);		// draw the cube using the reflection program		model_matrix.Set(reflection * model);		gl.Bind(cube);		cube_instr.Draw(cube_indices);		gl.Disable(Capability::StencilTest);		// draw the cube using the normal object program		model_matrix.Set(model);		cube_instr.Draw(cube_indices);		// blend-in the plane		gl.Enable(Capability::Blend);		gl.BlendEquation(BlendEquation::Max);		gl.Bind(plane);		model_matrix.Set(identity);		gl.DrawArrays(PrimitiveType::TriangleStrip, 0, 4);	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:57,


示例7: Render

	void Render(double time)	{		auto camera =			CamMatrixf::Roll(Degrees(SineWave(time / 11.0)*7+SineWave(time/13.0)*5))*			CamMatrixf::Orbiting(				Vec3f(),				40.0f,				Degrees(SineWave(time / 11.0)*10+CosineWave(time/19.0)*10-90),				Degrees(SineWave(time / 17.0)*10+SineWave(time/13.0)*10)			);		auto mm_identity = ModelMatrixf();		auto mm_rotation = ModelMatrixf::RotationZ(FullCircles(time / 7.0));		Uniform<Mat4f>* model_matrix = nullptr;		GLuint drawing_fan = fan_index;		auto drawing_driver =			[				&model_matrix,				&mm_identity,				&mm_rotation,				&drawing_fan			](GLuint phase) -> bool			{				if(phase == drawing_fan)					model_matrix->Set(mm_rotation);				else model_matrix->Set(mm_identity);				return true;			};		// render the light mask		light_fbo.Bind(Framebuffer::Target::Draw);		gl.Clear().ColorBuffer().DepthBuffer();		mask_vao.Bind();		mask_prog.Use();		mask_prog.camera_matrix.Set(camera);		model_matrix = &mask_prog.model_matrix;		meshes.Draw(drawing_driver);		// render the final image		DefaultFramebuffer().Bind(Framebuffer::Target::Draw);		gl.Clear().ColorBuffer().DepthBuffer();		draw_vao.Bind();		draw_prog.Use();		Vec4f lsp = projection * camera * Vec4f(light_position, 1.0);		draw_prog.light_screen_pos = lsp.xyz()/lsp.w();		draw_prog.camera_matrix.Set(camera);		model_matrix = &draw_prog.model_matrix;		meshes.Draw(drawing_driver);	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:57,


示例8: printGeo

void printGeo(PredicThirteen::geodetic_t *geo){    Serial.print("lat: ");    Serial.println(Degrees(geo->lat));    Serial.print("lon: ");    Serial.println(Degrees(geo->lon));    Serial.print("alt: ");    Serial.println(geo->alt);    Serial.print("theta: ");    Serial.println(geo->theta);}
开发者ID:BackupGGCode,项目名称:qrptracker,代码行数:10,


示例9: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				GLfloat(30.0 - SineWave(time / 17.0)*25.0),				Degrees(time * 47),				Degrees(SineWave(time / 31.0) * 90)			)		);		gl.DrawArrays(PrimitiveType::Patches, 0, 16);	}
开发者ID:xubingyue,项目名称:oglplus,代码行数:15,


示例10: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		int period = int(time * 0.125);		if(prev_period < period)		{			if(period % 2)				gl.PolygonMode(PolygonMode::Line);			else gl.PolygonMode(PolygonMode::Fill);			prev_period = period;		}		auto camera = CamMatrixf::Orbiting(			Vec3f(0.0f, 2.0f, 0.0f),			17.0f - CosineWave(time / 31.0f) * 10.0f,			FullCircles(time / 43.0f),			Degrees(45 - SineWave(time / 29.0f) * 35)		);		camera_matrix.Set(camera);		camera_position.Set(camera.Position());		anim_time.Set(time);		plane_instr.Draw(plane_indices);	}
开发者ID:detunized,项目名称:oglplus,代码行数:26,


示例11: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		// set the matrix for camera orbiting the origin		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				4.5 - SineWave(time / 16.0) * 2.0,				FullCircles(time / 12.0),				Degrees(SineWave(time / 30.0) * 90)			)		);		// set the model matrix		model_matrix.Set(			ModelMatrixf::RotationA(				Vec3f(1.0f, 1.0f, 1.0f),				FullCircles(time / 10.0)			)		);		shape.Bind();		shape_instr.Draw(shape_indices);	}
开发者ID:BrainlessLabsInc,项目名称:oglplus,代码行数:25,


示例12: Reshape

    void Reshape(GLuint vp_width, GLuint vp_height) {        width = vp_width;        height = vp_height;        float aspect = float(width) / height;        auto projection = CamMatrixf::PerspectiveX(Degrees(60), aspect, 1, 20);        plane_projection_matrix.Set(projection);        shape_projection_matrix.Set(projection);        gl.Bound(Texture::Target::Rectangle, depth_tex)          .Image2D(            0,            PixelDataInternalFormat::DepthComponent,            width / tex_size_div,            height / tex_size_div,            0,            PixelDataFormat::DepthComponent,            PixelDataType::Float,            nullptr);        gl.Bound(Texture::Target::Rectangle, reflect_tex)          .Image2D(            0,            PixelDataInternalFormat::RGB,            width / tex_size_div,            height / tex_size_div,            0,            PixelDataFormat::RGB,            PixelDataType::UnsignedByte,            nullptr);    }
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:32,


示例13: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		// set the matrix for camera orbiting the origin		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				4.0 - SineWave(time / 6.0) * 2.0,				FullCircles(time * 0.4),				Degrees(SineWave(time / 30.0) * 90)			)		);		// set the model matrix		model_matrix.Set(			ModelMatrixf::RotationZ(FullCircles(time * 0.1))		);		cube.Bind();		gl.CullFace(Face::Front);		cube_instr.Draw(cube_indices);		gl.CullFace(Face::Back);		cube_instr.Draw(cube_indices);	}
开发者ID:xdray,项目名称:oglplus,代码行数:25,


示例14: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		liquid_prog.time = time;		auto camera = CamMatrixf::Orbiting(			Vec3f(0, 0, 0),			4.5 - SineWave(time / 14.0),			FullCircles(time / 26.0),			Degrees(55 + SineWave(time / 14.0) * 30)		);		Vec3f camera_position = camera.Position();		liquid_prog.camera_position = camera_position;		liquid_prog.camera_matrix = perspective*camera;		for(int z=-grid_repeat; z!=grid_repeat; ++z)		for(int x=-grid_repeat; x!=grid_repeat; ++x)		{			liquid_prog.grid_offset.Set(x, -0.5, z);			grid.Draw();		}	}
开发者ID:JanChou,项目名称:oglplus,代码行数:26,


示例15: Render

	void Render(double time)	{		const Vec3f light_position(16.0, 10.0, 9.0);		const Vec3f torus_center(0.0, 1.5, 0.0);		const Mat4f torus_matrix =			ModelMatrixf::Translation(torus_center) *			ModelMatrixf::RotationZ(FullCircles(time / 16.0));		const Mat4f light_proj_matrix =			CamMatrixf::PerspectiveX(Degrees(10), 1.0, 1, 80) *			CamMatrixf::LookingAt(light_position, torus_center);		transf_prog.light_position.Set(light_position);		RenderFrameShadowMap(			light_position,			torus_matrix,			light_proj_matrix		);		RenderGlassShadowMap(			light_position,			torus_center,			torus_matrix,			light_proj_matrix		);		RenderImage(			time,			torus_center,			torus_matrix,			light_proj_matrix		);	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:33,


示例16: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		Uniform<Mat4f>(prog, "cameraMatrix").Set(			CamMatrixf::Orbiting(				Vec3f(),				3.0 + std::sin(time)*1.5,				FullCircles(time * 0.5),				Degrees(std::sin(time * 0.5) * 70)			)		);		Uniform<Mat4f>(prog, "modelMatrix").Set(			ModelMatrixf::RotationA(				Vec3f(1.0f, 1.0f, 1.0f),				FullCircles(time * 0.4)			)		);		Uniform<Vec3f>(prog, "lightPos").Set(Vec3f(1.0f, 2.0f, 3.0f*std::sin(time * 2.9)));		vao.Bind();		// This is not very effective		shape.Instructions().Draw(shape.Indices());	}
开发者ID:detunized,项目名称:oglplus,代码行数:25,


示例17: Render

    void Render(double time) {        const double day_duration = 67.0;        auto sun =          Vec3f(0.000, 1.000, 0.000) * 1e10 * SineWave(time / day_duration) +          Vec3f(0.000, 0.000, -1.000) * 1e10 * CosineWave(time / day_duration);        auto camera = CamMatrixf::Orbiting(          Vec3f(),          5.0,          FullCircles(-0.10 - time / 27.0),          Degrees(-20 - SineWave(time / 17.0) * 30));        auto model = ModelMatrixf::RotationA(          Vec3f(1.0, 1.0, 1.0), FullCircles(time / 13.0));        gl.Clear().ColorBuffer().DepthBuffer();        sky_box.Use();        sky_box_prog.Use();        sky_box_camera_matrix.Set(camera);        sky_box_sun_position.Set(sun);        sky_box.Draw();        shape.Use();        shape_prog.Use();        shape_model_matrix.Set(model);        shape_camera_matrix.Set(camera);        shape_camera_position.Set(camera.Position());        shape_sun_position.Set(sun);        shape.Draw();    }
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:31,


示例18: Reshape

	void Reshape(GLuint vp_width, GLuint vp_height)	{		width = vp_width;		height = vp_height;		gl.Viewport(width, height);		Texture::Image2D(			Texture::Target::Rectangle,			0,			PixelDataInternalFormat::DepthComponent,			width,			height,			0,			PixelDataFormat::DepthComponent,			PixelDataType::Float,			nullptr		);		auto projection =			CamMatrixf::PerspectiveX(				Degrees(60),				double(width)/height,				1, 10000			);		draw_prog.Use();		draw_prog.projection_matrix.Set(projection);		depth_prog.Use();		depth_prog.projection_matrix.Set(projection);	}
开发者ID:BrainlessLabsInc,项目名称:oglplus,代码行数:29,


示例19: Render

	void Render(double time)	{		gl.Clear().ColorBuffer().DepthBuffer();		//		// set the matrix for camera orbiting the origin		Uniform<Mat4f>(prog, "CameraMatrix").Set(			CamMatrixf::Orbiting(				Vec3f(),				2.7,				Degrees(time * 135),				Degrees(SineWave(time / 20.0) * 90)			)		);		cube_instr.Draw(cube_indices);	}
开发者ID:detunized,项目名称:oglplus,代码行数:16,


示例20: Render

    void Render(ExampleClock& clock) {        if(long(clock.Now().Seconds()) % 4 == 0) {            status += clock.Interval().Seconds();        } else if(status != double(long(status))) {            if(status - double(long(status)) < 0.5)                status = double(long(status));            else                status = 1.0 + double(long(status));        }        gl.Clear().ColorBuffer().DepthBuffer();        point_prog.status = GLfloat(0.5 - 0.5 * CosineWave(status * 0.5));        CamMatrixf camera = CamMatrixf::Orbiting(          Vec3f(),          5.5f,          FullCircles(clock.Now().Seconds() / 19.0),          Degrees(45 + SineWave(clock.Now().Seconds() / 15.0) * 40));        point_prog.camera_matrix.Set(camera);        point_prog.model_matrix.Set(          ModelMatrixf::RotationX(RightAngles(status)));        shape.Draw();    }
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:25,


示例21: Reshape

 void Reshape(GLuint width, GLuint height) {     gl.Viewport(width, height);     auto projection =       CamMatrixf::PerspectiveX(Degrees(70), float(width) / height, 1, 200);     sky_box_projection_matrix.Set(projection);     shape_projection_matrix.Set(projection); }
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:7,


示例22: Reshape

	void Reshape(GLuint vp_width, GLuint vp_height)	{		width = vp_width;		height = vp_height;		refl_tex_side = width > height ? height : width;		reflect_tex.Image2D(			0,			PixelDataInternalFormat::RGB,			refl_tex_side, refl_tex_side,			0,			PixelDataFormat::RGB,			PixelDataType::UnsignedByte,			nullptr		);		rbo.Storage(			PixelDataInternalFormat::DepthComponent,			refl_tex_side, refl_tex_side		);		float aspect = float(width)/height;		ProgramUniform<GLfloat>(plane_prog, "Aspect").Set(aspect);		auto projection = CamMatrixf::PerspectiveX(			Degrees(60), aspect, 1, 60		);		ProgramUniform<Mat4f>(plane_prog, "ProjectionMatrix").Set(projection);		ProgramUniform<Mat4f>(shape_prog, "ProjectionMatrix").Set(projection);	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:29,


示例23: Render

	void Render(double time)	{		static const Mat4f reflection(			Vec4f( 1.0, 0.0, 0.0, 0.0),			Vec4f( 0.0,-1.0, 0.0, 0.0),			Vec4f( 0.0, 0.0, 1.0, 0.0),			Vec4f( 0.0, 0.0, 0.0, 1.0)		);		auto camera = CamMatrixf::Orbiting(			Vec3f(),			GLfloat(7.0 + SineWave(time / 12.0)*2.5),			FullCircles(time / 10.0),			Degrees(45.0 - SineWave(time / 7.0)*35.0)		);		shape_prog.Use();		shape.Bind();		gl.Enable(Capability::CullFace);		gl.FrontFace(make_shape.FaceWinding());		// render into the off-screen framebuffer		fbo.Bind(Framebuffer::Target::Draw);		gl.Viewport(			(width - refl_tex_side) / 2,			(height - refl_tex_side) / 2,			refl_tex_side, refl_tex_side		);		gl.Clear().ColorBuffer().DepthBuffer();		shape_camera_matrix.Set(			camera *			ModelMatrixf::Translation(0.0f, -1.0f, 0.0f) *			reflection		);		gl.CullFace(Face::Front);		shape_instr.Draw(shape_indices);		gl.Bind(Framebuffer::Target::Draw, DefaultFramebuffer());		gl.Viewport(width, height);		gl.Clear().ColorBuffer().DepthBuffer();		shape_camera_matrix.Set(camera);		gl.CullFace(Face::Back);		shape_instr.Draw(shape_indices);		gl.Disable(Capability::CullFace);		// Render the plane		plane_prog.Use();		plane.Bind();		plane_camera_matrix.Set(camera);		plane_camera_position.Set(camera.Position());		plane_instr.Draw(plane_indices);	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:60,


示例24: G_geodesic_lat_from_lon

double G_geodesic_lat_from_lon(double lon){    adjust_lon(&lon);    lon = Radians(lon);    return Degrees(atan(st->A * sin(lon) - st->B * cos(lon)));}
开发者ID:AsherBond,项目名称:MondocosmOS,代码行数:7,


示例25: Render

	void Render(double time)	{		// update the particle positions, ages and directions		GLuint i = 0;		float time_diff = (time - prev_time);		float age_mult = 0.2f;		while(i != positions.size())		{			float drag = 0.1f * (time_diff);			if((ages[i] += time_diff * age_mult) < 1.0f)			{				directions[i] *= (1.0f - drag);				positions[i] += directions[i]*time_diff;			}			else			{				ages[i] = 0.0f;				directions[i] = NewDirection();				positions[i] = Vec3f();			}			++i;		}		// if there are not enough particles yet		if(i != particle_count)		{			float spawn_interval = 1.0f/(age_mult*particle_count);			if(prev_spawn + spawn_interval < time)			{				directions.push_back(NewDirection());				positions.push_back(Vec3f());				ages.push_back(0.0f);				prev_spawn = time;			}		}		prev_time = time;		assert(positions.size() == directions.size());		assert(positions.size() == ages.size());		// upload the particle positions		pos_buf.Bind(Buffer::Target::Array);		Buffer::Data(Buffer::Target::Array, positions);		// upload the particle ages		age_buf.Bind(Buffer::Target::Array);		Buffer::Data(Buffer::Target::Array, ages);		gl.Clear().ColorBuffer().DepthBuffer();		//		// set the matrix for camera orbiting the origin		camera_matrix.Set(			CamMatrixf::Orbiting(				Vec3f(),				18.0f,				FullCircles(time * 0.5),				Degrees(45)			)		);		gl.DrawArrays(PrimitiveType::Points, 0, positions.size());	}
开发者ID:xdray,项目名称:oglplus,代码行数:60,



注:本文中的Degrees函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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