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rad

Definition


-- @/rad:-1
function rad(...)

Callers

@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veView.lua
  local aspectRatio = availSize.x / availSize.y
  view.control.renderView.frustum = Frustum.construct(view.ortho[0], math.rad(view.fov[0]), aspectRatio, view.nearClip[0], view.farClip[0])
  view.control.renderView.fov = view.fov[0]
@/lua/ge/extensions/core/cameraModes/chase.lua

  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))

  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))

  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))
@/lua/ge/extensions/render/viewDemo.lua
    local farClip = 2000
    renderView.frustum = Frustum.construct(renderOrthogonal, math.rad(fov), aspectRatio, nearClip, farClip)
    renderView.fov = fov
@/lua/ge/extensions/gameplay/markers/missionMarker.lua
local offsetForTriangle = {
  vec3(math.sin(math.rad(topAngle)),  math.cos(math.rad(topAngle))*1.15, 0),
  vec3(math.sin(math.rad(topAngle+120)),  math.cos(math.rad(topAngle+120)), 0),
local offsetForTriangle = {
  vec3(math.sin(math.rad(topAngle)),  math.cos(math.rad(topAngle))*1.15, 0),
  vec3(math.sin(math.rad(topAngle+120)),  math.cos(math.rad(topAngle+120)), 0),
  vec3(math.sin(math.rad(topAngle)),  math.cos(math.rad(topAngle))*1.15, 0),
  vec3(math.sin(math.rad(topAngle+120)),  math.cos(math.rad(topAngle+120)), 0),
  vec3(math.sin(math.rad(topAngle-120)),  math.cos(math.rad(topAngle-120)), 0),
  vec3(math.sin(math.rad(topAngle)),  math.cos(math.rad(topAngle))*1.15, 0),
  vec3(math.sin(math.rad(topAngle+120)),  math.cos(math.rad(topAngle+120)), 0),
  vec3(math.sin(math.rad(topAngle-120)),  math.cos(math.rad(topAngle-120)), 0),
  vec3(math.sin(math.rad(topAngle+120)),  math.cos(math.rad(topAngle+120)), 0),
  vec3(math.sin(math.rad(topAngle-120)),  math.cos(math.rad(topAngle-120)), 0),
}
  vec3(math.sin(math.rad(topAngle+120)),  math.cos(math.rad(topAngle+120)), 0),
  vec3(math.sin(math.rad(topAngle-120)),  math.cos(math.rad(topAngle-120)), 0),
}
@/lua/ge/extensions/core/cameraModes/pacenoteOrbit.lua
  self.maxDynamicFov = settings.getValue('cameraOrbitMaxDynamicFov') or 35
  self.maxDynamicPitch = math.rad(settings.getValue('cameraOrbitMaxDynamicPitch') or 0)
  self.maxDynamicOffset = settings.getValue('cameraOrbitMaxDynamicOffset') or 0
  -- Calculate the new camera position based on rotation and distance
  local rot = vec3(math.rad(self.camRot.x), math.rad(self.camRot.y), 0)
  local calculatedCamPos = vec3(
  -- Calculate the new camera position based on rotation and distance
  local rot = vec3(math.rad(self.camRot.x), math.rad(self.camRot.y), 0)
  local calculatedCamPos = vec3(
@/lua/ge/extensions/editor/masterSpline/homologation.lua
  -- Rotate normal around tangent.
  local angleRad = rad(step)
  geom.rotateVecAroundAxisInlined(normal, tangent, angleRad, rotatedNormal)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veCrashTester.lua
local startYaw = 90 -- degrees
local startDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
local tempStartYaw = startYaw
local tempStartYaw = startYaw
local tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
      tempStartYaw = tempStartYaw + io.MouseWheel * 5
      tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(tempStartYaw))
    end
@/lua/ge/extensions/flowgraph/nodes/util/randomQuaternion.lua
function C:work()
  local x = lerp(math.rad(self.pinIn.xMinAngle.value or 0), math.rad(self.pinIn.xMaxAngle.value or 0), math.random())
  local y = lerp(math.rad(self.pinIn.yMinAngle.value or 0), math.rad(self.pinIn.yMaxAngle.value or 0), math.random())
function C:work()
  local x = lerp(math.rad(self.pinIn.xMinAngle.value or 0), math.rad(self.pinIn.xMaxAngle.value or 0), math.random())
  local y = lerp(math.rad(self.pinIn.yMinAngle.value or 0), math.rad(self.pinIn.yMaxAngle.value or 0), math.random())
  local x = lerp(math.rad(self.pinIn.xMinAngle.value or 0), math.rad(self.pinIn.xMaxAngle.value or 0), math.random())
  local y = lerp(math.rad(self.pinIn.yMinAngle.value or 0), math.rad(self.pinIn.yMaxAngle.value or 0), math.random())
  local z = lerp(math.rad(self.pinIn.zMinAngle.value or 0), math.rad(self.pinIn.zMaxAngle.value or 0), math.random())
  local x = lerp(math.rad(self.pinIn.xMinAngle.value or 0), math.rad(self.pinIn.xMaxAngle.value or 0), math.random())
  local y = lerp(math.rad(self.pinIn.yMinAngle.value or 0), math.rad(self.pinIn.yMaxAngle.value or 0), math.random())
  local z = lerp(math.rad(self.pinIn.zMinAngle.value or 0), math.rad(self.pinIn.zMaxAngle.value or 0), math.random())
  local y = lerp(math.rad(self.pinIn.yMinAngle.value or 0), math.rad(self.pinIn.yMaxAngle.value or 0), math.random())
  local z = lerp(math.rad(self.pinIn.zMinAngle.value or 0), math.rad(self.pinIn.zMaxAngle.value or 0), math.random())
  local y = lerp(math.rad(self.pinIn.yMinAngle.value or 0), math.rad(self.pinIn.yMaxAngle.value or 0), math.random())
  local z = lerp(math.rad(self.pinIn.zMinAngle.value or 0), math.rad(self.pinIn.zMaxAngle.value or 0), math.random())
@/lua/ge/extensions/editor/sceneView.lua
      local aspectRatio = availSize.x / availSize.y
      view.control.renderView.frustum = Frustum.construct(view.ortho[0], math.rad(view.fov[0]), aspectRatio, view.nearClip[0], view.farClip[0])
      view.control.renderView.fov = view.fov[0]
@/lua/ge/extensions/flowgraph/nodes/gameplay/decalCircle.lua

    cosX = math.cos(math.rad(t * 360))
    sinY = math.sin(math.rad(t * 360))
    cosX = math.cos(math.rad(t * 360))
    sinY = math.sin(math.rad(t * 360))
@/lua/ge/extensions/scenario/busdriver.lua
      pos = (tpos-xVec*d+yVec*w)
      r = tr * quatFromEuler(0, 0, rad(90))
    elseif k == 2 then --Top Right
      pos = (tpos+xVec*d+yVec*w)
      r = tr * quatFromEuler(0, 0, rad(180))
    elseif k == 3 then --Bottom Right
      pos = (tpos+xVec*d-yVec*w)
      r = tr * quatFromEuler(0, 0, rad(270))
    elseif k == 4 then --Botton Left
@/lua/ge/extensions/gameplay/markers/parkingMarker.lua
for i = 0, 5 do
  local angle = math.rad(topAngle + i * 60)
  table.insert(hexagonVertices, vec3(math.sin(angle), math.cos(angle), 0))
@/lua/ge/extensions/gameplay/drift/stuntZones/donut.lua

    cosX = math.cos(math.rad(t * 360))
    sinY = math.sin(math.rad(t * 360))
    cosX = math.cos(math.rad(t * 360))
    sinY = math.sin(math.rad(t * 360))
@/lua/ge/extensions/core/cameraModes/relative.lua

  local qdirLook = rotateEuler(-math.rad(self.rot.x), -math.rad(self.rot.y), 0) --math.rad(self.rot.z))
  local qdirLook2 = rotateEuler(0, 0, math.rad(self.rot.z), qdirLook)

  local qdirLook = rotateEuler(-math.rad(self.rot.x), -math.rad(self.rot.y), 0) --math.rad(self.rot.z))
  local qdirLook2 = rotateEuler(0, 0, math.rad(self.rot.z), qdirLook)

  local qdirLook = rotateEuler(-math.rad(self.rot.x), -math.rad(self.rot.y), 0) --math.rad(self.rot.z))
  local qdirLook2 = rotateEuler(0, 0, math.rad(self.rot.z), qdirLook)
  local qdirLook = rotateEuler(-math.rad(self.rot.x), -math.rad(self.rot.y), 0) --math.rad(self.rot.z))
  local qdirLook2 = rotateEuler(0, 0, math.rad(self.rot.z), qdirLook)
  qdir = qdirLook2 * qdir
@/lua/common/jbeam/sections/meshs.lua
        local rotDeg = vec3(prop.rotation)
        prop.rotation = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
        p:setRotation(prop.rotation)
        local rotDeg = vec3(prop.rotation)
        prop.rotation = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
        p:setRotation(prop.rotation)
        local rotDeg = vec3(prop.rotation)
        prop.rotation = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
        p:setRotation(prop.rotation)
          rotDeg = vec3(prop.rotationGlobal)
          prop.rotationGlobal = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
          p:setRotationGlobal(prop.rotationGlobal)
          rotDeg = vec3(prop.rotationGlobal)
          prop.rotationGlobal = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
          p:setRotationGlobal(prop.rotationGlobal)
          rotDeg = vec3(prop.rotationGlobal)
          prop.rotationGlobal = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
          p:setRotationGlobal(prop.rotationGlobal)
        if prop.baseRotation then
          prop.baseRotation = vec3(math.rad(prop.baseRotation.x), math.rad(prop.baseRotation.y), math.rad(prop.baseRotation.z))
          p:setBaseRotation(prop.baseRotation)
        if prop.baseRotation then
          prop.baseRotation = vec3(math.rad(prop.baseRotation.x), math.rad(prop.baseRotation.y), math.rad(prop.baseRotation.z))
          p:setBaseRotation(prop.baseRotation)
        if prop.baseRotation then
          prop.baseRotation = vec3(math.rad(prop.baseRotation.x), math.rad(prop.baseRotation.y), math.rad(prop.baseRotation.z))
          p:setBaseRotation(prop.baseRotation)
        if prop.baseRotationGlobal then
          prop.baseRotationGlobal = vec3(math.rad(prop.baseRotationGlobal.x), math.rad(prop.baseRotationGlobal.y), math.rad(prop.baseRotationGlobal.z))
          p:setBaseRotationGlobal(prop.baseRotationGlobal)
        if prop.baseRotationGlobal then
          prop.baseRotationGlobal = vec3(math.rad(prop.baseRotationGlobal.x), math.rad(prop.baseRotationGlobal.y), math.rad(prop.baseRotationGlobal.z))
          p:setBaseRotationGlobal(prop.baseRotationGlobal)
        if prop.baseRotationGlobal then
          prop.baseRotationGlobal = vec3(math.rad(prop.baseRotationGlobal.x), math.rad(prop.baseRotationGlobal.y), math.rad(prop.baseRotationGlobal.z))
          p:setBaseRotationGlobal(prop.baseRotationGlobal)
            end
            local rotRad = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
            end
            local rotRad = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
            end
            local rotRad = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
@/lua/ge/extensions/core/vehicles.lua
  local trailerOffset = MatrixF(true)
  local rotOffsetVec = vec3(math.rad(rotOffset.rx or 0), math.rad(rotOffset.ry or 0), math.rad(rotOffset.rz or 0))
  trailerOffset:setFromEuler(rotOffsetVec)
  local trailerOffset = MatrixF(true)
  local rotOffsetVec = vec3(math.rad(rotOffset.rx or 0), math.rad(rotOffset.ry or 0), math.rad(rotOffset.rz or 0))
  trailerOffset:setFromEuler(rotOffsetVec)
  local trailerOffset = MatrixF(true)
  local rotOffsetVec = vec3(math.rad(rotOffset.rx or 0), math.rad(rotOffset.ry or 0), math.rad(rotOffset.rz or 0))
  trailerOffset:setFromEuler(rotOffsetVec)
            local offsetMat = MatrixF(true)
            offsetMat:setFromEuler(vec3(math.rad(offset.rx or 0), math.rad(offset.ry or 0), math.rad(offset.rz or 0)))
            offsetMat:setPosition(vec3(offset.x or 0, offset.y or 0, offset.z or 0))
            local offsetMat = MatrixF(true)
            offsetMat:setFromEuler(vec3(math.rad(offset.rx or 0), math.rad(offset.ry or 0), math.rad(offset.rz or 0)))
            offsetMat:setPosition(vec3(offset.x or 0, offset.y or 0, offset.z or 0))
            local offsetMat = MatrixF(true)
            offsetMat:setFromEuler(vec3(math.rad(offset.rx or 0), math.rad(offset.ry or 0), math.rad(offset.rz or 0)))
            offsetMat:setPosition(vec3(offset.x or 0, offset.y or 0, offset.z or 0))
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua
local startYaw = 90 -- degrees
local startDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
local tempStartYaw = startYaw
local tempStartYaw = startYaw
local tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
      tempStartYaw = tempStartYaw + io.MouseWheel * 5
      tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(tempStartYaw))
    end
@/lua/ge/main.lua
    local scale = vec3(1.5, 1.5, 1.5)
    local r = quatFromEuler(0, 0, math.rad(45))
    local instance = prefab:spawn("", pos, QuatF(r.x, r.y, r.z, r.w), scale)
    local scale = vec3(s, s, s)
    local r = quatFromEuler(0, 0, math.rad(math.random(0, 360)))
    local name = "test_v2_"..tostring(i)
@/lua/common/jbeam/sections/events.lua
        local rotDeg = vec3(ab.rotation)
        ab.rotation        = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
        ab.translation     = vec3(ab.translation)
        local rotDeg = vec3(ab.rotation)
        ab.rotation        = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
        ab.translation     = vec3(ab.translation)
        local rotDeg = vec3(ab.rotation)
        ab.rotation        = vec3(math.rad(rotDeg.x), math.rad(rotDeg.y), math.rad(rotDeg.z))
        ab.translation     = vec3(ab.translation)
          local rot = vec3(ab.baseRotation)
          ab.baseRotation = vec3(math.rad(rot.x), math.rad(rot.y), math.rad(rot.z))
          abo.baseRotation = ab.baseRotation
          local rot = vec3(ab.baseRotation)
          ab.baseRotation = vec3(math.rad(rot.x), math.rad(rot.y), math.rad(rot.z))
          abo.baseRotation = ab.baseRotation
          local rot = vec3(ab.baseRotation)
          ab.baseRotation = vec3(math.rad(rot.x), math.rad(rot.y), math.rad(rot.z))
          abo.baseRotation = ab.baseRotation
@/lua/ge/extensions/editor/toolUtilities/geom.lua
  local scaled = min(curv * autoBankTuning, 1.0)
  return scaled * bankStrength * rad(maxBankDeg)
end
@/lua/ge/extensions/core/cameraModes/trackir.lua
    local q = rotateEuler(
      math.rad(t.yaw * rotate_sensitivity)
    , math.rad(t.pitch * rotate_sensitivity) + math.pi
      math.rad(t.yaw * rotate_sensitivity)
    , math.rad(t.pitch * rotate_sensitivity) + math.pi
    , math.rad(t.roll * -rotate_sensitivity))
    , math.rad(t.pitch * rotate_sensitivity) + math.pi
    , math.rad(t.roll * -rotate_sensitivity))
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraCircle.lua
  local speed = self.pinIn.speed.value or 10
  local aRad = math.rad(self.angle)
  local prevZ = self.camPos.z == 0 and self.centerPos.z or self.camPos.z
@/lua/ge/extensions/editor/vizHelper.lua
    -- rotate the forward vector around the normal
    local angle = math.rad(rotation[0])
    local fwd = norm:perpendicularN()
@/lua/ge/extensions/editor/gen/world.lua
			local farClip = 2000
			renderView.frustum = Frustum.construct(renderOrthogonal, math.rad(fov), aspectRatio, nearPlane, farClip)
@/lua/ge/extensions/flowgraph/nodes/scene/rectMarker.lua
      corner = (tpos-xVec*d+yVec*w)
      r = quatFromEuler(0, 0, math.rad(90))
    elseif k == 2 then --Top Right
      corner = (tpos+xVec*d+yVec*w)
      r = quatFromEuler(0, 0, math.rad(180))
    elseif k == 3 then --Bottom Right
      corner = (tpos+xVec*d-yVec*w)
      r = quatFromEuler(0, 0, math.rad(270))
    elseif k == 4 then --Botton Left
@/lua/ge/extensions/core/cameraModes/orbit.lua
    defaultCamPos:set(
    math.sin(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.cos(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    defaultCamPos:set(
    math.sin(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.cos(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    math.sin(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.cos(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.sin(math.rad(self.defaultRotation.y)))
    math.sin(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.cos(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.sin(math.rad(self.defaultRotation.y)))
    , -math.cos(math.rad(self.defaultRotation.x)) * math.cos(math.rad(self.defaultRotation.y))
    , -math.sin(math.rad(self.defaultRotation.y)))
    defaultCamPos = defaultCamPos * self.defaultDistance

    self.dynamicPitchLimit = math.max(math.rad(self.fov/2) - angleCamTargetCamBottomRear, 0)
  end
  if not self.camRot then self.camRot = vec3(self.defaultRotation) end
  self.camLastRot = vec3(math.rad(self.camRot.x), math.rad(self.camRot.y), 0)
  self.camMinDist = self.distanceMin or 3
  if not self.camRot then self.camRot = vec3(self.defaultRotation) end
  self.camLastRot = vec3(math.rad(self.camRot.x), math.rad(self.camRot.y), 0)
  self.camMinDist = self.distanceMin or 3
  self.maxDynamicFov = settings.getValue('cameraOrbitMaxDynamicFov') or 35
  self.maxDynamicPitch = math.rad(settings.getValue('cameraOrbitMaxDrivingPitch') or 0)
  self.maxDynamicOffset = settings.getValue('cameraOrbitMaxDynamicOffset') or 0
        self.camRot:set(self.defaultRotation)
        self.camLastRot:set(math.rad(self.camRot.x), math.rad(self.camRot.y) * 1.5, 0)
      end
        self.camRot:set(self.defaultRotation)
        self.camLastRot:set(math.rad(self.camRot.x), math.rad(self.camRot.y) * 1.5, 0)
      end

  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))

  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))

  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veStaticRenderView.lua
      rot = mainRVData.rot and quat(mainRVData.rot) or quatFromDir(vec3(0,1,0), unitVecs[3]),
      gridRot = mainRVData.gridRot and quat(mainRVData.gridRot) or quatFromAxisAngle(vec3(1,0,0), math.rad(90)),
      ortho = im.BoolPtr(mainRVData.ortho or false),
  local aspectRatio = mainRVSize.x / mainRVSize.y
  mainRVData.renderView.frustum = Frustum.construct(mainRVData.ortho[0], math.rad(mainRVData.fov[0]), aspectRatio, mainRVData.nearClip[0], mainRVData.farClip[0])
  mainRVData.renderView.fov = mainRVData.fov[0]
  local aspectRatio = axisGizmoRVSize.x / axisGizmoRVSize.y
  axisGizmoRVData.renderView.frustum = Frustum.construct(false, math.rad(45), aspectRatio, 0.01, 5)
  axisGizmoRVData.renderView.fov = math.rad(45)
  axisGizmoRVData.renderView.frustum = Frustum.construct(false, math.rad(45), aspectRatio, 0.01, 5)
  axisGizmoRVData.renderView.fov = math.rad(45)
  axisGizmoRVData.renderView.renderEditorIcons = false
@/lua/ge/extensions/tech/multiscreen.lua
    renderDetail = renderDetail or 0.3,
    fov = math.rad(fov or 80),
    nearClip = nearClip or 1, farClip = farClip or 1000,
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
  repeat
    local angleRad = math.rad(math.random() * 360)
    spawnData.dir:set(math.sin(angleRad), math.cos(angleRad), 0)
@/lua/ge/extensions/editor/tech/roadArchitect/geometry.lua
    local p, w, hL, hR = pDisc[i], wDisc[i], hLDisc[i], hRDisc[i]
    local rotRad, off, pWork = rad(rDisc[i]), oDisc[i], p
    for j = numLeftKeys, 1, -1 do
@/lua/ge/extensions/core/settings/graphic.lua
    local rightFovDeg = settings.getValue('GraphicTripleMonitorRightFovDeg')
    Engine.setRenderMode(((leftFovDeg > 0) or (rightFovDeg > 0)) and "MultiMonitor" or "SingleMonitor", math.rad(centerFovDeg), math.rad(leftFovDeg), math.rad(rightFovDeg), math.rad(borderFovDeg))
  else
    local rightFovDeg = settings.getValue('GraphicTripleMonitorRightFovDeg')
    Engine.setRenderMode(((leftFovDeg > 0) or (rightFovDeg > 0)) and "MultiMonitor" or "SingleMonitor", math.rad(centerFovDeg), math.rad(leftFovDeg), math.rad(rightFovDeg), math.rad(borderFovDeg))
  else
    local rightFovDeg = settings.getValue('GraphicTripleMonitorRightFovDeg')
    Engine.setRenderMode(((leftFovDeg > 0) or (rightFovDeg > 0)) and "MultiMonitor" or "SingleMonitor", math.rad(centerFovDeg), math.rad(leftFovDeg), math.rad(rightFovDeg), math.rad(borderFovDeg))
  else
    local rightFovDeg = settings.getValue('GraphicTripleMonitorRightFovDeg')
    Engine.setRenderMode(((leftFovDeg > 0) or (rightFovDeg > 0)) and "MultiMonitor" or "SingleMonitor", math.rad(centerFovDeg), math.rad(leftFovDeg), math.rad(rightFovDeg), math.rad(borderFovDeg))
  else
@/lua/ge/extensions/editor/vehicleDetailViewer.lua
    rv.renderEditorIcons = false
    rv.fov = math.rad(90)
    rv:enterFocusObjectsMode()
@/lua/common/jbeam/utils.lua

          tmpVec1:set(rad(-op.x), rad(-op.y), rad(-op.z))
          tmpMat2:setFromEuler(tmpVec1)

          tmpVec1:set(rad(-op.x), rad(-op.y), rad(-op.z))
          tmpMat2:setFromEuler(tmpVec1)

          tmpVec1:set(rad(-op.x), rad(-op.y), rad(-op.z))
          tmpMat2:setFromEuler(tmpVec1)
        else
          tmpVec1:set(rad(-op.x), rad(-op.y), rad(-op.z))
          tmpMat1:setFromEuler(tmpVec1)
        else
          tmpVec1:set(rad(-op.x), rad(-op.y), rad(-op.z))
          tmpMat1:setFromEuler(tmpVec1)
        else
          tmpVec1:set(rad(-op.x), rad(-op.y), rad(-op.z))
          tmpMat1:setFromEuler(tmpVec1)
  if cacheUsingMatrixMath then
    tmpVec1:set(rad(-rx), rad(-ry), rad(-rz))
    tmpMat1:setFromEuler(tmpVec1)
  if cacheUsingMatrixMath then
    tmpVec1:set(rad(-rx), rad(-ry), rad(-rz))
    tmpMat1:setFromEuler(tmpVec1)
  if cacheUsingMatrixMath then
    tmpVec1:set(rad(-rx), rad(-ry), rad(-rz))
    tmpMat1:setFromEuler(tmpVec1)

      tmpVec1:set(rad(-rx), rad(-ry), rad(-rz))
      tmpMat1:setFromEuler(tmpVec1)

      tmpVec1:set(rad(-rx), rad(-ry), rad(-rz))
      tmpMat1:setFromEuler(tmpVec1)

      tmpVec1:set(rad(-rx), rad(-ry), rad(-rz))
      tmpMat1:setFromEuler(tmpVec1)
@/lua/ge/extensions/core/cameraModes/unicycle.lua
  end
  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  return self.pos, rot
  end
  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  return self.pos, rot
  end
  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  return self.pos, rot

  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  local rotHorizontal = rotateEuler(-math.rad(self.rotVec.x), -math.rad(180), math.rad(self.rotVec.z))

  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  local rotHorizontal = rotateEuler(-math.rad(self.rotVec.x), -math.rad(180), math.rad(self.rotVec.z))

  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  local rotHorizontal = rotateEuler(-math.rad(self.rotVec.x), -math.rad(180), math.rad(self.rotVec.z))
  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  local rotHorizontal = rotateEuler(-math.rad(self.rotVec.x), -math.rad(180), math.rad(self.rotVec.z))
  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  local rotHorizontal = rotateEuler(-math.rad(self.rotVec.x), -math.rad(180), math.rad(self.rotVec.z))
  local rot = rotateEuler(-math.rad(self.rotVec.x), -math.rad(self.rotVec.y), math.rad(self.rotVec.z))
  local rotHorizontal = rotateEuler(-math.rad(self.rotVec.x), -math.rad(180), math.rad(self.rotVec.z))
@/lua/ge/extensions/core/cameraModes/driver.lua

local transitionStart = math.rad(50) -- full horizon lock within this margin
local transitionEnd = math.rad(70) -- start fully following vehicle beyond this angle
local transitionStart = math.rad(50) -- full horizon lock within this margin
local transitionEnd = math.rad(70) -- start fully following vehicle beyond this angle
  -- orientation
  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))
  -- avoid physical discomfort by removing smoothers from VR
  -- orientation
  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))
  -- avoid physical discomfort by removing smoothers from VR
  -- orientation
  rot:set(math.rad(self.camRot.x), math.rad(self.camRot.y), math.rad(self.camRot.z))
  -- avoid physical discomfort by removing smoothers from VR
  local carPitchFactor = self.stablePitchFactor * sign(carUp.z) * smootheststep(clamp((transitionEnd - abs(carPitch)) / (transitionEnd - transitionStart), 0, 1))
  local camPitch = math.rad(self.camRot.y) - carPitch * carPitchFactor
  --local roll, pitch, yaw = data.veh:getRollPitchYawAngularVelocity()
  camRot = rotateEuler(math.rad(self.camRot.x) + lookAheadAngleOffset, camPitch, camRoll, camRot) -- stable hood line
@/lua/ge/extensions/core/cameraModes/onboard.lua
  if data.lookBack then
    qdir = rotateEuler(math.rad(180),0,math.atan2(rotatedUp:dot(camLeft), rotatedUp:dot(camUp)),qdir)
    data.res.pos:set(data.veh:getSpawnWorldOOBBRearPoint())
  else
    qdir = rotateEuler(math.rad(self.camRot.x), math.rad(self.camRot.y), math.atan2(rotatedUp:dot(camLeft), rotatedUp:dot(camUp)), qdir)
    data.res.pos:setAdd2(carPos, nodePos)
  else
    qdir = rotateEuler(math.rad(self.camRot.x), math.rad(self.camRot.y), math.atan2(rotatedUp:dot(camLeft), rotatedUp:dot(camUp)), qdir)
    data.res.pos:setAdd2(carPos, nodePos)
@/lua/ge/extensions/render/renderViews.lua
  local farClip = 2000
  renderView.frustum = Frustum.construct(renderOrthogonal, math.rad(fov), aspectRatio, nearPlane, farClip)
  renderView.fov = fov
@/lua/ge/extensions/gameplay/police.lua
      newQuat:setFromDir(tempFwd2, tempUp)
      newQuat:setMul2(newQuat, quatFromAxisAngle(tempUp, math.rad(angle * dir)))
      tempFwd2:set(tempPos:rotated(newQuat)) -- actual direction vector for vehicle
@/lua/common/jbeam/sections/wheels.lua
  local nodeStabilizerExists = false
  local wheelAngleRad = math.rad(wheel.wheelAngle or 0)
@/lua/ge/extensions/tech/impactgen/crashOutput.lua
  for angle = 0,359,15 do
    table.insert(renderQueue, {request, pos, baseAngle + math.rad(angle), count})
    count = count + 1
local function continueLinear(request, angle, aPos, bPos, bRot, throttle, config, ego, other)
  local rot = quatFromEuler(0, 0, math.rad(angle))
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  rot = quatFromEuler(math.rad(bRot[1]), math.rad(bRot[2]), math.rad(bRot[3]))
  other:setPositionRotation(bPos[1], bPos[2], bPos[3], rot.x, rot.y, rot.z, rot.w)
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  rot = quatFromEuler(math.rad(bRot[1]), math.rad(bRot[2]), math.rad(bRot[3]))
  other:setPositionRotation(bPos[1], bPos[2], bPos[3], rot.x, rot.y, rot.z, rot.w)
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  rot = quatFromEuler(math.rad(bRot[1]), math.rad(bRot[2]), math.rad(bRot[3]))
  other:setPositionRotation(bPos[1], bPos[2], bPos[3], rot.x, rot.y, rot.z, rot.w)
local function continueTBone(request, angle, aPos, bPos, bRot, throttle, config, ego, other)
  local rot = quatFromEuler(0, 0, math.rad(angle))
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  rot = quatFromEuler(math.rad(bRot[1]), math.rad(bRot[2]), math.rad(bRot[3]))
  other:setPositionRotation(bPos[1], bPos[2], bPos[3], rot.x, rot.y, rot.z, rot.w)
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  rot = quatFromEuler(math.rad(bRot[1]), math.rad(bRot[2]), math.rad(bRot[3]))
  other:setPositionRotation(bPos[1], bPos[2], bPos[3], rot.x, rot.y, rot.z, rot.w)
  ego:setPositionRotation(aPos[1], aPos[2], aPos[3], rot.x, rot.y, rot.z, rot.w)
  rot = quatFromEuler(math.rad(bRot[1]), math.rad(bRot[2]), math.rad(bRot[3]))
  other:setPositionRotation(bPos[1], bPos[2], bPos[3], rot.x, rot.y, rot.z, rot.w)
local function continuePole(request, angle, pos, throttle, config, ego)
  local rot = quatFromEuler(0, 0, math.rad(angle))
  ego:setPositionRotation(pos[1], pos[2], pos[3], rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/util/instancedLineRenderDemo.lua
  rotY = 50 -- dt * 0.5
  local rot = quatFromEuler(0, math.rad(rotY), 0)