Lines Matching refs:Vertex

26 using Vertex = GrTriangulator::Vertex;
39 SSVertex(Vertex* v) : fVertex(v), fPrev(nullptr), fNext(nullptr) {}
40 Vertex* fVertex;
55 typedef std::unordered_map<Vertex*, SSVertex*> SSVertexMap;
65 Vertex* prev = e->fPrev->fVertex;
66 Vertex* next = e->fNext->fVertex;
84 void GrAATriangulator::makeEvent(SSEdge* edge, Vertex* v, SSEdge* other, Vertex* dest,
89 Vertex* top = edge->fEdge->fTop;
90 Vertex* bottom = edge->fEdge->fBottom;
110 for (Vertex* outer = mesh->fHead; outer; outer = outer->fNext) {
111 if (Vertex* inner = outer->fPartner) {
145 for (Vertex* v = mesh.fHead; v != nullptr; v = v->fNext) {
189 Vertex* prev = prevEdge->fWinding == 1 ? prevEdge->fTop : prevEdge->fBottom;
190 Vertex* next = e->fWinding == 1 ? e->fBottom : e->fTop;
230 void GrAATriangulator::connectSSEdge(Vertex* v, Vertex* dest, const Comparator& c) const {
250 Vertex* prev = fEdge->fPrev->fVertex;
251 Vertex* next = fEdge->fNext->fVertex;
257 Vertex* dest = triangulator->makeSortedVertex(fPoint, fAlpha, mesh, prev, c);
315 for (Vertex* v = mesh->fHead; v != nullptr; v = v->fNext) {
340 Vertex* prevVertex = e->fWinding < 0 ? e->fBottom : e->fTop;
341 Vertex* nextVertex = e->fWinding < 0 ? e->fTop : e->fBottom;
398 static bool inversion(Vertex* prev, Vertex* next, Edge* origEdge, const Comparator& c) {
418 Vertex* prevV = prevEdge->fWinding > 0 ? prevEdge->fTop : prevEdge->fBottom;
431 Vertex* v = e->fWinding > 0 ? e->fTop : e->fBottom;
444 Vertex* nextV = e->fWinding > 0 ? e->fBottom : e->fTop;
502 Vertex* innerVertex1 = fAlloc->make<Vertex>(innerPoint1, 255);
503 Vertex* innerVertex2 = fAlloc->make<Vertex>(innerPoint2, 255);
504 Vertex* outerVertex1 = fAlloc->make<Vertex>(outerPoint1, 0);
505 Vertex* outerVertex2 = fAlloc->make<Vertex>(outerPoint2, 0);
523 Vertex* innerVertex = fAlloc->make<Vertex>(innerPoint, 255);
524 Vertex* outerVertex = fAlloc->make<Vertex>(outerPoint, 0);
556 for (Vertex* v = innerVertices.fHead; v && v->fNext; v = v->fNext) {
561 for (Vertex* v = outerVertices.fHead; v && v->fNext; v = v->fNext) {
573 Vertex* start = down ? e->fTop : e->fBottom;
609 for (Vertex* v = inMesh.fHead; v; v = v->fNext) {
666 for (Vertex* v = fOuterMesh.fHead; v; v = v->fNext) {
686 for (Vertex* v = fOuterMesh.fHead; v; v = v->fNext) {
688 Vertex* v0 = e->fTop;
689 Vertex* v1 = e->fBottom;
690 Vertex* v2 = e->fBottom->fPartner;
691 Vertex* v3 = e->fTop->fPartner;