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Searched refs:numerA (Results 1 - 2 of 2) sorted by relevance

/third_party/skia/src/pathops/
H A DSkDLineIntersection.cpp55 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 DSkStroke.cpp926 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;
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