/external/robolectric-shadows/shadows/framework/src/main/java/org/robolectric/shadows/ |
D | ShadowPathParser.java | 453 double cosTheta = Math.cos(thetaD); in drawArc() local 457 double x0p = (x0 * cosTheta + y0 * sinTheta) / a; in drawArc() 458 double y0p = (-x0 * sinTheta + y0 * cosTheta) / b; in drawArc() 459 double x1p = (x1 * cosTheta + y1 * sinTheta) / a; in drawArc() 460 double y1p = (-x1 * sinTheta + y1 * cosTheta) / b; in drawArc() 509 cx = cx * cosTheta - cy * sinTheta; in drawArc() 510 cy = tcx * sinTheta + cy * cosTheta; in drawArc() 547 double cosTheta = Math.cos(theta); in arcToBezier() local 551 double ep1x = (-a * cosTheta * sinEta1) - (b * sinTheta * cosEta1); in arcToBezier() 552 double ep1y = (-a * sinTheta * sinEta1) + (b * cosTheta * cosEta1); in arcToBezier() [all …]
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/external/oboe/samples/RhythmGame/third_party/glm/gtx/ |
D | simd_quat.inl | 421 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); [all …]
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D | quaternion.inl | 178 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));
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/external/skia/src/gpu/ |
D | GrVx.h | 94 auto cosTheta = (ab.lo + ab.hi) / skvx::sqrt((aa.lo + aa.hi) * (bb.lo + bb.hi)); in approx_angle_between_vectors() local 96 cosTheta = skvx::max(skvx::min(1, cosTheta), -1); in approx_angle_between_vectors() 97 return approx_acos(cosTheta); in approx_angle_between_vectors()
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D | GrDistanceFieldGenFromVector.cpp | 230 const double cosTheta = (p2x - p0x) / hypotenuse; in init() local 235 cosTheta, sinTheta, -(cosTheta * p0x) - (sinTheta * p0y), in init() 236 -sinTheta, cosTheta, (sinTheta * p0x) - (cosTheta * p0y) in init() 293 const double cosTheta = sqrt(a / (a + b)); in init() local 296 const double gDef = cosTheta * g - sinTheta * f; in init() 297 const double fDef = sinTheta * g + cosTheta * f; in init() 308 const double lambda_cosTheta = lambda * cosTheta; in init()
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/external/s2-geometry-library-java/src/com/google/common/geometry/ |
D | S2LatLngRect.java | 702 double cosTheta = sinLat / x.z; in intersectsLatEdge() local 703 double sinTheta = Math.sqrt(1 - cosTheta * cosTheta); in intersectsLatEdge() 704 double theta = Math.atan2(sinTheta, cosTheta); in intersectsLatEdge() 717 S2Point isect = S2Point.add(S2Point.mul(x, cosTheta), S2Point.mul(y, in intersectsLatEdge() 725 S2Point intersection = S2Point.sub(S2Point.mul(x, cosTheta), S2Point.mul(y, sinTheta)); in intersectsLatEdge()
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/external/skqp/src/gpu/ |
D | GrDistanceFieldGenFromVector.cpp | 259 const double cosTheta = (p2x - p0x) / hypotenuse; in init() local 263 cosTheta, sinTheta, -(cosTheta * p0x) - (sinTheta * p0y), in init() 264 -sinTheta, cosTheta, (sinTheta * p0x) - (cosTheta * p0y) in init() 320 const double cosTheta = sqrt(a / (a + b)); in init() local 323 const double gDef = cosTheta * g - sinTheta * f; in init() 324 const double fDef = sinTheta * g + cosTheta * f; in init() 335 const double lambda_cosTheta = lambda * cosTheta; in init()
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/external/skia/src/gpu/tessellate/ |
D | GrStrokeTessellator.h | 72 grvx::vec<N> cosTheta = skvx::max(1 - 2 / (parametricPrecision * strokeWidths), -1); in ApproxNumRadialSegmentsPerRadian() local 74 return .5f / (grvx::approx_acos(cosTheta) - GRVX_APPROX_ACOS_MAX_ERROR); in ApproxNumRadialSegmentsPerRadian()
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/external/oboe/samples/RhythmGame/third_party/glm/gtc/ |
D | quaternion.inl | 477 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>()) [all …]
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/external/skia/samplecode/ |
D | SampleSimpleStroker.cpp | 232 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()
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D | SampleVariableWidthStroker.cpp | 791 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()
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/external/autotest/client/deps/webgl_mpd/src/resources/ |
D | J3DI.js | 263 var cosTheta = Math.cos(theta); 267 var y = cosTheta;
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/external/skqp/src/gpu/ops/ |
D | GrQuadPerEdgeAA.cpp | 110 Sk4f cosTheta = fma(xdiff, nextCW(xdiff), ydiff * nextCW(ydiff)); in adjust_non_rectilinear_outset() local 111 *outset *= (1.f - cosTheta * cosTheta).rsqrt(); in adjust_non_rectilinear_outset()
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/external/skia/src/core/ |
D | SkGeometry.cpp | 178 float cosTheta = sk_ieee_float_divide(a.dot(b), sqrtf(a.dot(a) * b.dot(b))); in SkMeasureAngleBetweenVectors() local 180 cosTheta = std::max(std::min(1.f, cosTheta), -1.f); in SkMeasureAngleBetweenVectors() 181 return acosf(cosTheta); in SkMeasureAngleBetweenVectors()
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