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Searched refs:cosTheta (Results 1 – 14 of 14) sorted by relevance

/external/robolectric-shadows/shadows/framework/src/main/java/org/robolectric/shadows/
DShadowPathParser.java453 double cosTheta = Math.cos(thetaD); in drawArc() local
457 double x0p = (x0 * cosTheta + y0 * sinTheta) / a; in drawArc()
458 double y0p = (-x0 * sinTheta + y0 * cosTheta) / b; in drawArc()
459 double x1p = (x1 * cosTheta + y1 * sinTheta) / a; in drawArc()
460 double y1p = (-x1 * sinTheta + y1 * cosTheta) / b; in drawArc()
509 cx = cx * cosTheta - cy * sinTheta; in drawArc()
510 cy = tcx * sinTheta + cy * cosTheta; in drawArc()
547 double cosTheta = Math.cos(theta); in arcToBezier() local
551 double ep1x = (-a * cosTheta * sinEta1) - (b * sinTheta * cosEta1); in arcToBezier()
552 double ep1y = (-a * sinTheta * sinEta1) + (b * cosTheta * cosEta1); in arcToBezier()
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/external/oboe/samples/RhythmGame/third_party/glm/gtx/
Dsimd_quat.inl421 float cosTheta = dot(x, y); local
423 if (cosTheta > 1.0f - glm::epsilon<float>())
429 float angle = glm::acos(cosTheta);
463 float cosTheta = dot(x, y); local
465 // If cosTheta < 0, the interpolation will take the long way around the sphere.
467 if (cosTheta < 0.0f)
470 cosTheta = -cosTheta;
473 …// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) b…
474 if(cosTheta > 1.0f - epsilon<float>())
480 float angle = glm::acos(cosTheta);
[all …]
Dquaternion.inl178 T cosTheta = dot(orig, dest); local
181 if(cosTheta >= static_cast<T>(1) - epsilon<T>())
184 if(cosTheta < static_cast<T>(-1) + epsilon<T>())
202 T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
/external/skia/src/gpu/
DGrVx.h94 auto cosTheta = (ab.lo + ab.hi) / skvx::sqrt((aa.lo + aa.hi) * (bb.lo + bb.hi)); in approx_angle_between_vectors() local
96 cosTheta = skvx::max(skvx::min(1, cosTheta), -1); in approx_angle_between_vectors()
97 return approx_acos(cosTheta); in approx_angle_between_vectors()
DGrDistanceFieldGenFromVector.cpp230 const double cosTheta = (p2x - p0x) / hypotenuse; in init() local
235 cosTheta, sinTheta, -(cosTheta * p0x) - (sinTheta * p0y), in init()
236 -sinTheta, cosTheta, (sinTheta * p0x) - (cosTheta * p0y) in init()
293 const double cosTheta = sqrt(a / (a + b)); in init() local
296 const double gDef = cosTheta * g - sinTheta * f; in init()
297 const double fDef = sinTheta * g + cosTheta * f; in init()
308 const double lambda_cosTheta = lambda * cosTheta; in init()
/external/skqp/src/gpu/
DGrDistanceFieldGenFromVector.cpp259 const double cosTheta = (p2x - p0x) / hypotenuse; in init() local
263 cosTheta, sinTheta, -(cosTheta * p0x) - (sinTheta * p0y), in init()
264 -sinTheta, cosTheta, (sinTheta * p0x) - (cosTheta * p0y) in init()
320 const double cosTheta = sqrt(a / (a + b)); in init() local
323 const double gDef = cosTheta * g - sinTheta * f; in init()
324 const double fDef = sinTheta * g + cosTheta * f; in init()
335 const double lambda_cosTheta = lambda * cosTheta; in init()
/external/s2-geometry-library-java/src/com/google/common/geometry/
DS2LatLngRect.java702 double cosTheta = sinLat / x.z; in intersectsLatEdge() local
703 double sinTheta = Math.sqrt(1 - cosTheta * cosTheta); in intersectsLatEdge()
704 double theta = Math.atan2(sinTheta, cosTheta); in intersectsLatEdge()
717 S2Point isect = S2Point.add(S2Point.mul(x, cosTheta), S2Point.mul(y, in intersectsLatEdge()
725 S2Point intersection = S2Point.sub(S2Point.mul(x, cosTheta), S2Point.mul(y, sinTheta)); in intersectsLatEdge()
/external/skia/src/gpu/tessellate/
DGrStrokeTessellator.h72 grvx::vec<N> cosTheta = skvx::max(1 - 2 / (parametricPrecision * strokeWidths), -1); in ApproxNumRadialSegmentsPerRadian() local
74 return .5f / (grvx::approx_acos(cosTheta) - GRVX_APPROX_ACOS_MAX_ERROR); in ApproxNumRadialSegmentsPerRadian()
/external/oboe/samples/RhythmGame/third_party/glm/gtc/
Dquaternion.inl477 T cosTheta = dot(x, y); local
479 …// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) b…
480 if(cosTheta > T(1) - epsilon<T>())
492 T angle = acos(cosTheta);
512 T cosTheta = dot(x, y); local
514 // If cosTheta < 0, the interpolation will take the long way around the sphere.
516 if (cosTheta < T(0))
519 cosTheta = -cosTheta;
522 …// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) b…
523 if(cosTheta > T(1) - epsilon<T>())
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/external/skia/samplecode/
DSampleSimpleStroker.cpp232 const float cosTheta = before.dot(after); in join() local
233 if (SkScalarNearlyZero(1 - cosTheta)) { in join()
248 const float sinHalfTheta = sqrtf(0.5 * (1 + cosTheta)); in join()
DSampleVariableWidthStroker.cpp791 const float cosTheta = before.dot(after); in join() local
792 if (!SkScalarNearlyZero(1 - cosTheta)) { in join()
815 const float sinHalfTheta = sqrtf(0.5 * (1 + cosTheta)); in join()
/external/autotest/client/deps/webgl_mpd/src/resources/
DJ3DI.js263 var cosTheta = Math.cos(theta);
267 var y = cosTheta;
/external/skqp/src/gpu/ops/
DGrQuadPerEdgeAA.cpp110 Sk4f cosTheta = fma(xdiff, nextCW(xdiff), ydiff * nextCW(ydiff)); in adjust_non_rectilinear_outset() local
111 *outset *= (1.f - cosTheta * cosTheta).rsqrt(); in adjust_non_rectilinear_outset()
/external/skia/src/core/
DSkGeometry.cpp178 float cosTheta = sk_ieee_float_divide(a.dot(b), sqrtf(a.dot(a) * b.dot(b))); in SkMeasureAngleBetweenVectors() local
180 cosTheta = std::max(std::min(1.f, cosTheta), -1.f); in SkMeasureAngleBetweenVectors()
181 return acosf(cosTheta); in SkMeasureAngleBetweenVectors()