DegreesToRadians 421 Magick++/lib/Image.cpp affine.sx=cos(DegreesToRadians(fmod(degrees_,360.0))); DegreesToRadians 422 Magick++/lib/Image.cpp affine.rx=sin(DegreesToRadians(fmod(degrees_,360.0))); DegreesToRadians 423 Magick++/lib/Image.cpp affine.ry=(-sin(DegreesToRadians(fmod(degrees_,360.0)))); DegreesToRadians 424 Magick++/lib/Image.cpp affine.sy=cos(DegreesToRadians(fmod(degrees_,360.0))); DegreesToRadians 691 Magick++/lib/Options.cpp affine.sx=cos(DegreesToRadians(fmod(angle_,360.0))); DegreesToRadians 692 Magick++/lib/Options.cpp affine.rx=(-sin(DegreesToRadians(fmod(angle_,360.0)))); DegreesToRadians 693 Magick++/lib/Options.cpp affine.ry=sin(DegreesToRadians(fmod(angle_,360.0))); DegreesToRadians 694 Magick++/lib/Options.cpp affine.sy=cos(DegreesToRadians(fmod(angle_,360.0))); DegreesToRadians 740 Magick++/lib/Options.cpp affine.ry=tan(DegreesToRadians(fmod(skewx_,360.0))); DegreesToRadians 764 Magick++/lib/Options.cpp affine.rx=tan(DegreesToRadians(fmod(skewy_,360.0))); DegreesToRadians 1223 coders/svg.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1224 coders/svg.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1225 coders/svg.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 1226 coders/svg.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1250 coders/svg.c affine.ry=tan(DegreesToRadians(fmod( DegreesToRadians 1259 coders/svg.c affine.rx=tan(DegreesToRadians(fmod( DegreesToRadians 1790 coders/svg.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1791 coders/svg.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1792 coders/svg.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 1793 coders/svg.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1817 coders/svg.c affine.ry=tan(DegreesToRadians(fmod( DegreesToRadians 1826 coders/svg.c affine.rx=tan(DegreesToRadians(fmod( DegreesToRadians 4253 magick/draw.c affine.sx=cos(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 4254 magick/draw.c affine.rx=sin(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 4255 magick/draw.c affine.ry=(-sin(DegreesToRadians(fmod(degrees,360.0)))); DegreesToRadians 4256 magick/draw.c affine.sy=cos(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 4391 magick/draw.c affine.ry=tan(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 4431 magick/draw.c affine.rx=tan(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 2597 magick/effect.c x=(long) (width*sin(DegreesToRadians(angle+90))); DegreesToRadians 2598 magick/effect.c y=(long) (width*cos(DegreesToRadians(angle+90))); DegreesToRadians 3495 magick/effect.c azimuth=DegreesToRadians(azimuth); DegreesToRadians 3496 magick/effect.c elevation=DegreesToRadians(elevation); DegreesToRadians 1501 magick/fx.c degrees=DegreesToRadians(degrees); DegreesToRadians 2352 magick/render.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2353 magick/render.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2354 magick/render.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 2355 magick/render.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2383 magick/render.c affine.ry=tan(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2390 magick/render.c affine.rx=tan(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4336 magick/render.c cosine=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4337 magick/render.c sine=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4376 magick/render.c gamma=(8.0/3.0)*sin(fmod(0.5*beta,DegreesToRadians(360.0)))* DegreesToRadians 4377 magick/render.c sin(fmod(0.5*beta,DegreesToRadians(360.0)))/ DegreesToRadians 4378 magick/render.c sin(fmod(beta,DegreesToRadians(360.0))); DegreesToRadians 4380 magick/render.c cos(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0)))-gamma* DegreesToRadians 4381 magick/render.c sin(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0))); DegreesToRadians 4383 magick/render.c sin(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0)))+gamma* DegreesToRadians 4384 magick/render.c cos(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0))); DegreesToRadians 4386 magick/render.c cos(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0))); DegreesToRadians 4388 magick/render.c sin(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0))); DegreesToRadians 4390 magick/render.c sin(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0))); DegreesToRadians 4392 magick/render.c cos(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0))); DegreesToRadians 4552 magick/render.c angle.x=DegreesToRadians(degrees.x); DegreesToRadians 4556 magick/render.c angle.y=DegreesToRadians(y); DegreesToRadians 4559 magick/render.c point.x=cos(fmod(angle.x,DegreesToRadians(360.0)))*stop.x+start.x; DegreesToRadians 4560 magick/render.c point.y=sin(fmod(angle.x,DegreesToRadians(360.0)))*stop.y+start.y; DegreesToRadians 4564 magick/render.c point.x=cos(fmod(angle.y,DegreesToRadians(360.0)))*stop.x+start.x; DegreesToRadians 4565 magick/render.c point.y=sin(fmod(angle.y,DegreesToRadians(360.0)))*stop.y+start.y; DegreesToRadians 5370 magick/render.c cos(fmod(theta.p+delta_theta,DegreesToRadians(360.0))); DegreesToRadians 5372 magick/render.c sin(fmod(theta.p+delta_theta,DegreesToRadians(360.0))); DegreesToRadians 5439 magick/render.c cos(fmod(theta.p+delta_theta,DegreesToRadians(360.0))); DegreesToRadians 5441 magick/render.c sin(fmod(theta.p+delta_theta,DegreesToRadians(360.0))); DegreesToRadians 1452 magick/shear.c shear.x=(-tan(DegreesToRadians(angle)/2.0)); DegreesToRadians 1453 magick/shear.c shear.y=sin(DegreesToRadians(angle)); DegreesToRadians 1595 magick/shear.c shear.x=(-tan(DegreesToRadians(x_shear)/2.0)); DegreesToRadians 1596 magick/shear.c shear.y=sin(DegreesToRadians(y_shear)); DegreesToRadians 3985 wand/drawing_wand.c affine.sx=cos(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 3986 wand/drawing_wand.c affine.rx=sin(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 3987 wand/drawing_wand.c affine.ry=(-sin(DegreesToRadians(fmod(degrees,360.0)))); DegreesToRadians 3988 wand/drawing_wand.c affine.sy=cos(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 4114 wand/drawing_wand.c affine.ry=tan(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 4152 wand/drawing_wand.c affine.rx=tan(DegreesToRadians(fmod(degrees,360.0))); DegreesToRadians 527 wand/magick_wand.c draw_info->affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 528 wand/magick_wand.c draw_info->affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 529 wand/magick_wand.c draw_info->affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 530 wand/magick_wand.c draw_info->affine.sy=cos(DegreesToRadians(fmod(angle,360.0)));