Lines Matching refs:xy
21 double SkDLine::exactPoint(const SkDPoint& xy) const {
22 if (xy == fPts[0]) { // do cheapest test first
25 if (xy == fPts[1]) {
31 double SkDLine::nearPoint(const SkDPoint& xy, bool* unequal) const {
32 if (!AlmostBetweenUlps(fPts[0].fX, xy.fX, fPts[1].fX)
33 || !AlmostBetweenUlps(fPts[0].fY, xy.fY, fPts[1].fY)) {
39 SkDVector ab0 = xy - fPts[0];
49 double dist = realPt.distance(xy); // OPTIMIZATION: can we compare against distSq instead ?
65 bool SkDLine::nearRay(const SkDPoint& xy) const {
69 SkDVector ab0 = xy - fPts[0];
73 double dist = realPt.distance(xy); // OPTIMIZATION: can we compare against distSq instead ?
81 double SkDLine::ExactPointH(const SkDPoint& xy, double left, double right, double y) {
82 if (xy.fY == y) {
83 if (xy.fX == left) {
86 if (xy.fX == right) {
93 double SkDLine::NearPointH(const SkDPoint& xy, double left, double right, double y) {
94 if (!AlmostBequalUlps(xy.fY, y)) {
97 if (!AlmostBetweenUlps(left, xy.fX, right)) {
100 double t = (xy.fX - left) / (right - left);
104 SkDVector distU = {xy.fY - y, xy.fX - realPtX};
116 double SkDLine::ExactPointV(const SkDPoint& xy, double top, double bottom, double x) {
117 if (xy.fX == x) {
118 if (xy.fY == top) {
121 if (xy.fY == bottom) {
128 double SkDLine::NearPointV(const SkDPoint& xy, double top, double bottom, double x) {
129 if (!AlmostBequalUlps(xy.fX, x)) {
132 if (!AlmostBetweenUlps(top, xy.fY, bottom)) {
135 double t = (xy.fY - top) / (bottom - top);
139 SkDVector distU = {xy.fX - x, xy.fY - realPtY};