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Searched refs:m_p4 (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.h51 , m_p4(p4) in FloatQuad()
59 , m_p4(inRect.x(), inRect.maxY()) in FloatQuad()
66 FloatPoint p4() const { return m_p4; } in p4()
71 void setP4(const FloatPoint& p) { m_p4 = p; } in setP4()
102 m_p4 += offset; in move()
110 m_p4.move(dx, dy); in move()
117 FloatPoint m_p4; variable