Searched refs:m_p3 (Results 1 – 2 of 2) sorted by relevance
/external/webkit/Source/WebCore/platform/graphics/ |
D | FloatQuad.cpp | 79 float left = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); in boundingBox() 80 float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); in boundingBox() 82 float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); in boundingBox() 83 float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); in boundingBox() 90 …return (m_p1.x() == m_p2.x() && m_p2.y() == m_p3.y() && m_p3.x() == m_p4.x() && m_p4.y() == m_p1.y… in isRectilinear() 91 … || (m_p1.y() == m_p2.y() && m_p2.x() == m_p3.x() && m_p3.y() == m_p4.y() && m_p4.x() == m_p1.x()); in isRectilinear() 96 return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4); in containsPoint()
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D | FloatQuad.h | 50 , m_p3(p3) in FloatQuad() 58 , m_p3(inRect.maxX(), inRect.maxY()) in FloatQuad() 65 FloatPoint p3() const { return m_p3; } in p3() 70 void setP3(const FloatPoint& p) { m_p3 = p; } in setP3() 101 m_p3 += offset; in move() 109 m_p3.move(dx, dy); in move() 116 FloatPoint m_p3; variable
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