Searched refs:numerA (Results 1 – 2 of 2) sorted by relevance
51 double numerA = ab0.fY * bLen.fX - bLen.fY * ab0.fX; in intersectRay() local53 numerA /= denom; in intersectRay()57 fT[0][0] = numerA; in intersectRay()116 double numerA = ab0y * bxLen - byLen * ab0x; in intersect() local119 if (between(0, numerA, denom) && between(0, numerB, denom)) { in intersect()120 fT[0][0] = numerA / denom; in intersect()
867 SkScalar numerA = bLen.cross(ab0); in intersectRay() local869 if ((numerA >= 0) == (numerB >= 0)) { // if the control point is outside the quad ends in intersectRay()879 "(numerA=%g >= 0) == (numerB=%g >= 0)", numerA, numerB); in intersectRay()883 numerA /= denom; in intersectRay()884 bool validDivide = numerA > numerA - 1; in intersectRay()890 ctrlPt->fX = start.fX * (1 - numerA) + quadPts->fTangentStart.fX * numerA; in intersectRay()891 ctrlPt->fY = start.fY * (1 - numerA) + quadPts->fTangentStart.fY * numerA; in intersectRay()894 "(numerA=%g >= 0) != (numerB=%g >= 0)", numerA, numerB); in intersectRay()