Home
last modified time | relevance | path

Searched refs:norm (Results 1 - 3 of 3) sorted by relevance

/foundation/arkui/ace_engine/frameworks/core/components_ng/render/adapter/
H A Drosen_transition_effect.cpp531 auto norm = static_cast<float>( in SetRotateEffect() local
533 if (NearZero(norm)) { in SetRotateEffect()
534 norm = 1.0f; in SetRotateEffect()
537 std::get<InternalRotationXEffect>(effects_).SetActiveValue(-options.angle * options.xDirection / norm); in SetRotateEffect()
538 std::get<InternalRotationYEffect>(effects_).SetActiveValue(-options.angle * options.yDirection / norm); in SetRotateEffect()
539 std::get<InternalRotationZEffect>(effects_).SetActiveValue(options.angle * options.zDirection / norm); in SetRotateEffect()
H A Drosen_render_context.cpp1825 float norm = std::sqrt(std::pow(rotate.x, 2) + std::pow(rotate.y, 2) + std::pow(rotate.z, 2)); in OnTransformRotateUpdate() local
1826 if (NearZero(norm)) { in OnTransformRotateUpdate()
1827 norm = 1.0f; in OnTransformRotateUpdate()
1830 rsNode_->SetRotation(-rotate.w * rotate.x / norm, -rotate.w * rotate.y / norm, rotate.w * rotate.z / norm); in OnTransformRotateUpdate()
/foundation/arkui/ace_engine/frameworks/base/geometry/
H A Dmatrix4.cpp116 double norm = std::sqrt(w * w + x * x + y * y + z * z); in QuaternionToMatrix() local
117 if (LessOrEqual(norm, 0.0f)) { in QuaternionToMatrix()
120 w /= norm; in QuaternionToMatrix()
121 x /= norm; in QuaternionToMatrix()
122 y /= norm; in QuaternionToMatrix()
123 z /= norm; in QuaternionToMatrix()

Completed in 15 milliseconds