DegreesToRadians 1967 Magick++/lib/Image.cpp affine.sx=cos(DegreesToRadians(fmod(degrees_,360.0))); DegreesToRadians 1968 Magick++/lib/Image.cpp affine.rx=sin(DegreesToRadians(fmod(degrees_,360.0))); DegreesToRadians 1969 Magick++/lib/Image.cpp affine.ry=(-sin(DegreesToRadians(fmod(degrees_,360.0)))); DegreesToRadians 1970 Magick++/lib/Image.cpp affine.sy=cos(DegreesToRadians(fmod(degrees_,360.0))); DegreesToRadians 849 Magick++/lib/Options.cpp affine.sx=cos(DegreesToRadians(fmod(angle_,360.0))); DegreesToRadians 850 Magick++/lib/Options.cpp affine.rx=(-sin(DegreesToRadians(fmod(angle_,360.0)))); DegreesToRadians 851 Magick++/lib/Options.cpp affine.ry=sin(DegreesToRadians(fmod(angle_,360.0))); DegreesToRadians 852 Magick++/lib/Options.cpp affine.sy=cos(DegreesToRadians(fmod(angle_,360.0))); DegreesToRadians 900 Magick++/lib/Options.cpp affine.ry=tan(DegreesToRadians(fmod(skewx_,360.0))); DegreesToRadians 925 Magick++/lib/Options.cpp affine.rx=tan(DegreesToRadians(fmod(skewy_,360.0))); DegreesToRadians 920 coders/msl.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 921 coders/msl.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 922 coders/msl.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 923 coders/msl.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 945 coders/msl.c affine.ry=tan(DegreesToRadians(fmod((double) angle, DegreesToRadians 952 coders/msl.c affine.rx=tan(DegreesToRadians(fmod((double) angle, DegreesToRadians 2529 coders/msl.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2530 coders/msl.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2531 coders/msl.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 2532 coders/msl.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2554 coders/msl.c affine.ry=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2560 coders/msl.c affine.rx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4690 coders/msl.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4691 coders/msl.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4692 coders/msl.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 4693 coders/msl.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4715 coders/msl.c affine.ry=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 4721 coders/msl.c affine.rx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1345 coders/svg.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1346 coders/svg.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1347 coders/svg.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 1348 coders/svg.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1373 coders/svg.c affine.ry=tan(DegreesToRadians(fmod( DegreesToRadians 1382 coders/svg.c affine.rx=tan(DegreesToRadians(fmod( DegreesToRadians 1974 coders/svg.c affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1975 coders/svg.c affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 1976 coders/svg.c affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 1977 coders/svg.c affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 2006 coders/svg.c affine.ry=tan(DegreesToRadians(fmod( DegreesToRadians 2015 coders/svg.c affine.rx=tan(DegreesToRadians(fmod( DegreesToRadians 5169 magick/accelerate.c cossin_theta_size=(unsigned int) fabs(4.0*DegreesToRadians(angle)*sqrt((double)blurRadius)+2UL); DegreesToRadians 5201 magick/accelerate.c theta=DegreesToRadians(angle)/(MagickRealType) (cossin_theta_size-1); DegreesToRadians 1876 magick/composite.c angle=DegreesToRadians(geometry_info.xi); DegreesToRadians 1887 magick/composite.c angle_start=DegreesToRadians(geometry_info.xi); DegreesToRadians 1888 magick/composite.c angle_range=DegreesToRadians(geometry_info.psi)-angle_start; DegreesToRadians 735 magick/distort.c a=DegreesToRadians(a); cosine=cos(a); sine=sin(a); DegreesToRadians 1146 magick/distort.c coeff[1] = DegreesToRadians(arguments[0]); DegreesToRadians 1150 magick/distort.c coeff[0] += DegreesToRadians(arguments[1]); DegreesToRadians 1208 magick/distort.c coeff[4] = DegreesToRadians(arguments[4]); DegreesToRadians 1211 magick/distort.c coeff[5] = DegreesToRadians(arguments[5]); DegreesToRadians 1292 magick/distort.c coeff[0] = DegreesToRadians(arguments[0]); DegreesToRadians 2843 magick/distort.c shear.x=(-tan((double) DegreesToRadians(angle)/2.0)); DegreesToRadians 2844 magick/distort.c shear.y=sin((double) DegreesToRadians(angle)); DegreesToRadians 2466 magick/draw.c affine.sx=cos(DegreesToRadians(fmod((double) angle,360.0))); DegreesToRadians 2467 magick/draw.c affine.rx=sin(DegreesToRadians(fmod((double) angle,360.0))); DegreesToRadians 2468 magick/draw.c affine.ry=(-sin(DegreesToRadians(fmod((double) angle,360.0)))); DegreesToRadians 2469 magick/draw.c affine.sy=cos(DegreesToRadians(fmod((double) angle,360.0))); DegreesToRadians 2497 magick/draw.c affine.ry=sin(DegreesToRadians(angle)); DegreesToRadians 2504 magick/draw.c affine.rx=(-tan(DegreesToRadians(angle)/2.0)); DegreesToRadians 3243 magick/draw.c v.x=(double) (((x-gradient->center.x)*cos(DegreesToRadians( DegreesToRadians 3244 magick/draw.c gradient->angle)))+((y-gradient->center.y)*sin(DegreesToRadians( DegreesToRadians 3246 magick/draw.c v.y=(double) (((x-gradient->center.x)*sin(DegreesToRadians( DegreesToRadians 3247 magick/draw.c gradient->angle)))-((y-gradient->center.y)*cos(DegreesToRadians( DegreesToRadians 5006 magick/draw.c cosine=cos(DegreesToRadians(fmod((double) angle,360.0))); DegreesToRadians 5007 magick/draw.c sine=sin(DegreesToRadians(fmod((double) angle,360.0))); DegreesToRadians 5052 magick/draw.c gamma=(8.0/3.0)*sin(fmod((double) (0.5*beta),DegreesToRadians(360.0)))* DegreesToRadians 5053 magick/draw.c sin(fmod((double) (0.5*beta),DegreesToRadians(360.0)))/ DegreesToRadians 5054 magick/draw.c sin(fmod((double) beta,DegreesToRadians(360.0))); DegreesToRadians 5056 magick/draw.c arc_segments),DegreesToRadians(360.0)))-gamma*sin(fmod((double) (alpha+ DegreesToRadians 5057 magick/draw.c (double) i*theta/arc_segments),DegreesToRadians(360.0)))); DegreesToRadians 5059 magick/draw.c arc_segments),DegreesToRadians(360.0)))+gamma*cos(fmod((double) (alpha+ DegreesToRadians 5060 magick/draw.c (double) i*theta/arc_segments),DegreesToRadians(360.0)))); DegreesToRadians 5062 magick/draw.c theta/arc_segments),DegreesToRadians(360.0)))); DegreesToRadians 5064 magick/draw.c theta/arc_segments),DegreesToRadians(360.0)))); DegreesToRadians 5066 magick/draw.c (i+1)*theta/arc_segments),DegreesToRadians(360.0)))); DegreesToRadians 5068 magick/draw.c (i+1)*theta/arc_segments),DegreesToRadians(360.0)))); DegreesToRadians 5241 magick/draw.c angle.x=DegreesToRadians(degrees.x); DegreesToRadians 5245 magick/draw.c angle.y=(double) (DegreesToRadians(y)-MagickEpsilon); DegreesToRadians 5248 magick/draw.c point.x=cos(fmod(angle.x,DegreesToRadians(360.0)))*stop.x+start.x; DegreesToRadians 5249 magick/draw.c point.y=sin(fmod(angle.x,DegreesToRadians(360.0)))*stop.y+start.y; DegreesToRadians 5253 magick/draw.c point.x=cos(fmod(angle.y,DegreesToRadians(360.0)))*stop.x+start.x; DegreesToRadians 5254 magick/draw.c point.y=sin(fmod(angle.y,DegreesToRadians(360.0)))*stop.y+start.y; DegreesToRadians 6053 magick/draw.c (theta.p+delta_theta),DegreesToRadians(360.0)))); DegreesToRadians 6055 magick/draw.c (theta.p+delta_theta),DegreesToRadians(360.0)))); DegreesToRadians 6123 magick/draw.c (theta.p+delta_theta),DegreesToRadians(360.0)))); DegreesToRadians 6125 magick/draw.c (theta.p+delta_theta),DegreesToRadians(360.0)))); DegreesToRadians 2018 magick/effect.c point.x=(double) width*sin(DegreesToRadians(angle)); DegreesToRadians 2019 magick/effect.c point.y=(double) width*cos(DegreesToRadians(angle)); DegreesToRadians 3338 magick/effect.c n=(size_t) fabs(4.0*DegreesToRadians(angle)*sqrt((double) blur_radius)+2UL); DegreesToRadians 3339 magick/effect.c theta=DegreesToRadians(angle)/(MagickRealType) (n-1); DegreesToRadians 4066 magick/effect.c light.x=(double) QuantumRange*cos(DegreesToRadians(azimuth))* DegreesToRadians 4067 magick/effect.c cos(DegreesToRadians(elevation)); DegreesToRadians 4068 magick/effect.c light.y=(double) QuantumRange*sin(DegreesToRadians(azimuth))* DegreesToRadians 4069 magick/effect.c cos(DegreesToRadians(elevation)); DegreesToRadians 4070 magick/effect.c light.z=(double) QuantumRange*sin(DegreesToRadians(elevation)); DegreesToRadians 1890 magick/feature.c radius=(((double) x-center.x)*cos(DegreesToRadians((double) i)))+ DegreesToRadians 1891 magick/feature.c (((double) y-center.y)*sin(DegreesToRadians((double) i))); DegreesToRadians 1998 magick/feature.c (image->columns/2.0))*cos(DegreesToRadians((double) x))))/ DegreesToRadians 1999 magick/feature.c sin(DegreesToRadians((double) x))+(image->rows/2.0); DegreesToRadians 2002 magick/feature.c (image->columns/2.0))*cos(DegreesToRadians((double) x))))/ DegreesToRadians 2003 magick/feature.c sin(DegreesToRadians((double) x))+(image->rows/2.0); DegreesToRadians 2012 magick/feature.c (image->rows/2.0))*sin(DegreesToRadians((double) x))))/ DegreesToRadians 2013 magick/feature.c cos(DegreesToRadians((double) x))+(image->columns/2.0); DegreesToRadians 2016 magick/feature.c (image->rows/2.0))*sin(DegreesToRadians((double) x))))/ DegreesToRadians 2017 magick/feature.c cos(DegreesToRadians((double) x))+(image->columns/2.0); DegreesToRadians 5154 magick/fx.c degrees=(double) DegreesToRadians(degrees); DegreesToRadians 573 magick/paint.c sine=sin((double) DegreesToRadians(gradient->angle-90.0)); DegreesToRadians 574 magick/paint.c cosine=cos((double) DegreesToRadians(gradient->angle-90.0)); DegreesToRadians 644 magick/shear.c affine_matrix.sx=cos(DegreesToRadians(fmod((double) degrees,360.0))); DegreesToRadians 645 magick/shear.c affine_matrix.rx=sin(DegreesToRadians(fmod((double) degrees,360.0))); DegreesToRadians 646 magick/shear.c affine_matrix.ry=(-sin(DegreesToRadians(fmod((double) degrees,360.0)))); DegreesToRadians 647 magick/shear.c affine_matrix.sy=cos(DegreesToRadians(fmod((double) degrees,360.0))); DegreesToRadians 1613 magick/shear.c shear.x=(-tan(DegreesToRadians(fmod(x_shear,360.0)))); DegreesToRadians 1614 magick/shear.c shear.y=tan(DegreesToRadians(fmod(y_shear,360.0))); DegreesToRadians 1760 magick/shear.c shear.x=(-tan((double) DegreesToRadians(angle)/2.0)); DegreesToRadians 1761 magick/shear.c shear.y=sin((double) DegreesToRadians(angle)); DegreesToRadians 666 wand/magick-image.c draw_info->affine.sx=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 667 wand/magick-image.c draw_info->affine.rx=sin(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 668 wand/magick-image.c draw_info->affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0)))); DegreesToRadians 669 wand/magick-image.c draw_info->affine.sy=cos(DegreesToRadians(fmod(angle,360.0))); DegreesToRadians 817 wand/mogrify.c draw_info->affine.sx=cos(DegreesToRadians( DegreesToRadians 819 wand/mogrify.c draw_info->affine.rx=sin(DegreesToRadians( DegreesToRadians 821 wand/mogrify.c draw_info->affine.ry=(-sin(DegreesToRadians( DegreesToRadians 823 wand/mogrify.c draw_info->affine.sy=cos(DegreesToRadians(