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Searched
refs:numerA
(Results
1 - 2
of
2
) sorted by relevance
/third_party/skia/src/pathops/
H
A
D
SkDLineIntersection.cpp
55
double
numerA
= ab0.fY * bLen.fX - bLen.fY * ab0.fX;
in intersectRay()
local
57
numerA
/= denom;
in intersectRay()
59
fT[0][0] =
numerA
;
in intersectRay()
118
double
numerA
= ab0y * bxLen - byLen * ab0x;
in intersect()
local
121
if (between(0,
numerA
, denom) && between(0, numerB, denom)) {
in intersect()
122
fT[0][0] =
numerA
/ denom;
in intersect()
/third_party/skia/src/core/
H
A
D
SkStroke.cpp
926
SkScalar
numerA
= bLen.cross(ab0);
928
if ((
numerA
>= 0) == (numerB >= 0)) { // if the control point is outside the quad ends
938
"(
numerA
=%g >= 0) == (numerB=%g >= 0)",
numerA
, numerB);
942
numerA
/= denom;
943
bool validDivide =
numerA
>
numerA
- 1;
948
// so 0 <=
numerA
<= 1 is not necessarily true
949
ctrlPt->fX = start.fX * (1 -
numerA
) + quadPts->fTangentStart.fX *
numerA
;
[all...]
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