Searched refs:crossProduct (Results 1 – 5 of 5) sorted by relevance
154 const deInt64 crossProduct = (u.x() * v.y() - u.y() * v.x()); in vertexOnLeftSideOfLine() local155 return crossProduct < 0; in vertexOnLeftSideOfLine()163 const deInt64 crossProduct = (u.x() * v.y() - u.y() * v.x()); in vertexOnRightSideOfLine() local164 return crossProduct > 0; in vertexOnRightSideOfLine()172 const deInt64 crossProduct = (u.x() * v.y() - u.y() * v.x()); in vertexOnLine() local173 return crossProduct == 0; // cross product == 0 in vertexOnLine()246 const deInt64 crossProduct = (u.x() * v.y() - u.y() * v.x()); in doesLineSegmentExitDiamond() local261 …const bool crossProductOverflows = (crossProduct > floorSqrtMaxInt64 || crossProduct < -floorSqr… in doesLineSegmentExitDiamond()262 …Int64 crossProductSquared = (crossProductOverflows) ? (0) : (crossProduct * crossProduct); // av… in doesLineSegmentExitDiamond()
88 const float crossProduct = (u.x() * v.y() - u.y() * v.x()); in isTriangleClockwise() local90 return crossProduct > 0.0f; in isTriangleClockwise()116 const float crossProduct = (line.x() * v.y() - line.y() * v.x()); in pixelNearLineSegment() local123 if (crossProduct * crossProduct > maxPixelDistanceSquared * tcu::lengthSquared(line)) in pixelNearLineSegment()179 const float crossProduct = (u.x() * v.y() - u.y() * v.x()); in triangleArea() local181 return crossProduct / 2.0f; in triangleArea()2104 const deInt64 crossProduct = (edge.x() * v.y() - edge.y() * v.x()); in calculateTriangleCoverage() local2110 …if (crossProduct < 0 && crossProduct*crossProduct > maxPixelDistanceSquared * tcu::lengthSquared(e… in calculateTriangleCoverage()2112 …if (crossProduct < 0 || crossProduct*crossProduct < maxPixelDistanceSquared * tcu::lengthSquared(e… in calculateTriangleCoverage()2180 const deInt64 crossProduct = (edge.x() * v.y() - edge.y() * v.x()); in calculateTriangleCoverage() local[all …]
349 Vector3D v3 = crossProduct(v1, v2); in angle()460 public static Vector3D crossProduct(Vector3D v1, Vector3D v2) { in crossProduct() method in Vector3D
372 Vector3D u3 = Vector3D.crossProduct(u1, u2); in Rotation()373 Vector3D v3 = Vector3D.crossProduct(v1, v2); in Rotation()
311 …float crossProduct = centerToCorners[0].x * centerToCorners[1].y - centerToCorners[0].y * centerTo… in getSortedCorners() local313 bool isClockwise = crossProduct > 0; in getSortedCorners()