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Searched refs:m_p3 (Results 1 – 2 of 2) sorted by relevance

/external/webkit/Source/WebCore/platform/graphics/
DFloatQuad.cpp79 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()
DFloatQuad.h50 , 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