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Searched
refs:norm
(Results
1 - 3
of
3
) sorted by relevance
/foundation/arkui/ace_engine/frameworks/core/components_ng/render/adapter/
H
A
D
rosen_transition_effect.cpp
531
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
D
rosen_render_context.cpp
1825
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
D
matrix4.cpp
116
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()
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