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Searched refs:cosTheta (Results 1 – 11 of 11) sorted by relevance

/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtx/
Dsimd_quat.inl421 float cosTheta = dot(x, y); local
423 if (cosTheta > 1.0f - glm::epsilon<float>())
429 float angle = glm::acos(cosTheta);
463 float cosTheta = dot(x, y); local
465 // If cosTheta < 0, the interpolation will take the long way around the sphere.
467 if (cosTheta < 0.0f)
470 cosTheta = -cosTheta;
473 …// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) b…
474 if(cosTheta > 1.0f - epsilon<float>())
480 float angle = glm::acos(cosTheta);
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Dquaternion.inl178 T cosTheta = dot(orig, dest); local
181 if(cosTheta >= static_cast<T>(1) - epsilon<T>())
184 if(cosTheta < static_cast<T>(-1) + epsilon<T>())
202 T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
/third_party/skia/src/gpu/
DGrDistanceFieldGenFromVector.cpp243 const double cosTheta = (p2x - p0x) / hypotenuse; in init() local
248 cosTheta, sinTheta, -(cosTheta * p0x) - (sinTheta * p0y), in init()
249 -sinTheta, cosTheta, (sinTheta * p0x) - (cosTheta * p0y) in init()
306 const double cosTheta = sqrt(a / (a + b)); in init() local
309 const double gDef = cosTheta * g - sinTheta * f; in init()
310 const double fDef = sinTheta * g + cosTheta * f; in init()
321 const double lambda_cosTheta = lambda * cosTheta; in init()
/third_party/skia/src/gpu/tessellate/
DStrokeTessellator.h76 vec<N> cosTheta = skvx::max(1 - 2 / (parametricPrecision * strokeWidths), -1); in ApproxNumRadialSegmentsPerRadian() local
78 return .5f / (skvx::approx_acos(cosTheta) - SKVX_APPROX_ACOS_MAX_ERROR); in ApproxNumRadialSegmentsPerRadian()
/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/
Dquaternion.inl477 T cosTheta = dot(x, y); local
479 …// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) b…
480 if(cosTheta > T(1) - epsilon<T>())
492 T angle = acos(cosTheta);
512 T cosTheta = dot(x, y); local
514 // If cosTheta < 0, the interpolation will take the long way around the sphere.
516 if (cosTheta < T(0))
519 cosTheta = -cosTheta;
522 …// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) b…
523 if(cosTheta > T(1) - epsilon<T>())
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/third_party/skia/samplecode/
DSampleSimpleStroker.cpp232 const float cosTheta = before.dot(after); in join() local
233 if (SkScalarNearlyZero(1 - cosTheta)) { in join()
248 const float sinHalfTheta = sqrtf(0.5 * (1 + cosTheta)); in join()
DSampleVariableWidthStroker.cpp791 const float cosTheta = before.dot(after); in join() local
792 if (!SkScalarNearlyZero(1 - cosTheta)) { in join()
815 const float sinHalfTheta = sqrtf(0.5 * (1 + cosTheta)); in join()
/third_party/openGLES/extensions/SGIX/
DSGIX_sprite.txt163 cosTheta = (V0 (dot) V1);
179 cosTheta = (Eye (dot) canonicalFront);
/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/
DSGIX_sprite.txt163 cosTheta = (V0 (dot) V1);
179 cosTheta = (Eye (dot) canonicalFront);
/third_party/skia/src/core/
DSkGeometry.cpp179 float cosTheta = sk_ieee_float_divide(a.dot(b), sqrtf(a.dot(a) * b.dot(b))); in SkMeasureAngleBetweenVectors() local
181 cosTheta = std::max(std::min(1.f, cosTheta), -1.f); in SkMeasureAngleBetweenVectors()
182 return acosf(cosTheta); in SkMeasureAngleBetweenVectors()
/third_party/rust/crates/bindgen/bindgen-tests/tests/
Dstylo.hpp107995 double cosTheta = FlushToZero(cos(aTheta)); in RotateX() local
108001 _21 = cosTheta * _21 + sinTheta * _31; in RotateX()
108002 _31 = -sinTheta * temp + cosTheta * _31; in RotateX()
108005 _22 = cosTheta * _22 + sinTheta * _32; in RotateX()
108006 _32 = -sinTheta * temp + cosTheta * _32; in RotateX()
108009 _23 = cosTheta * _23 + sinTheta * _33; in RotateX()
108010 _33 = -sinTheta * temp + cosTheta * _33; in RotateX()
108013 _24 = cosTheta * _24 + sinTheta * _34; in RotateX()
108014 _34 = -sinTheta * temp + cosTheta * _34; in RotateX()
108020 double cosTheta = FlushToZero(cos(aTheta)); in RotateY() local
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