Searched refs:numerA (Results 1 – 2 of 2) sorted by relevance
46 double numerA = ab0.fY * bLen.fX - bLen.fY * ab0.fX; in intersectRay() local48 numerA /= denom; in intersectRay()52 fT[0][0] = numerA; in intersectRay()111 double numerA = ab0y * bxLen - byLen * ab0x; in intersect() local114 if (between(0, numerA, denom) && between(0, numerB, denom)) { in intersect()115 fT[0][0] = numerA / denom; in intersect()
1030 SkScalar numerA = bLen.cross(ab0); in intersectRay() local1037 if ((numerA >= 0) != (numerB >= 0)) { in intersectRay()1039 numerA /= denom; in intersectRay()1041 ctrlPt->fX = start.fX * (1 - numerA) + quadPts->fTangentStart.fX * numerA; in intersectRay()1042 ctrlPt->fY = start.fY * (1 - numerA) + quadPts->fTangentStart.fY * numerA; in intersectRay()1045 "(numerA=%g >= 0) != (numerB=%g >= 0)", numerA, numerB); in intersectRay()1052 "(numerA=%g >= 0) == (numerB=%g >= 0)", numerA, numerB); in intersectRay()