Searched refs:FXSYS_sqrt (Results 1 – 10 of 10) sorted by relevance
390 return FXSYS_sqrt(a * a + b * b); in GetXUnit()399 return FXSYS_sqrt(c * c + d * d); in GetYUnit()412 FX_FLOAT A = FXSYS_sqrt(a * a + b * b); in GetUnitArea()413 FX_FLOAT B = FXSYS_sqrt(c * c + d * d); in GetUnitArea()415 FX_FLOAT C = FXSYS_sqrt(ac * ac + bd * bd); in GetUnitArea()417 return FXSYS_sqrt(P * (P - A) * (P - B) * (P - C)) * 2; in GetUnitArea()421 return FXSYS_sqrt(fx * fx + fy * fy); in TransformXDistance()425 return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); in TransformXDistance()429 return FXSYS_sqrt(fx * fx + fy * fy); in TransformYDistance()433 return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); in TransformYDistance()[all …]
12 #define FXSYS_sqrt2(a, b) (FX_FLOAT) FXSYS_sqrt((a) * (a) + (b) * (b))
1027 FX_FLOAT root = (FXSYS_sqrt(b2_4ac)); in FillPathWithShading()
244 #define FXSYS_sqrt(a) (FX_FLOAT) sqrt(a) macro277 #define FXSYS_sqrt2(a, b) (FX_FLOAT) FXSYS_sqrt((a) * (a) + (b) * (b))
127 return FXSYS_sqrt(FXT_PSV::x * FXT_PSV::x + FXT_PSV::y * FXT_PSV::y); in Length()131 FXSYS_sqrt(FXT_PSV::x * FXT_PSV::x + FXT_PSV::y * FXT_PSV::y); in Normalize()172 (FX_FLOAT)FXSYS_sqrt(v1.SquareLength() * v2.SquareLength()); in Cosine()
201 return (FX_FLOAT)FXSYS_sqrt(dx * dx + dy * dy); in Distance()
154 FX_FLOAT size_scale = FXSYS_sqrt(area_scale); in Transform1bppBitmap()
176 int length = (int)FXSYS_sqrt((FXSYS_Mul(start_x - end_x, start_x - end_x) + in DrawRadialShading()201 FX_FLOAT root = FXSYS_sqrt(b2_4ac); in DrawRadialShading()
280 Push((FX_FLOAT)FXSYS_sqrt(d1)); in DoOperator()
1465 FXSYS_sqrt(rtFill.Width() * rtFill.Width() + in XFA_BOX_Fill_Radial()