/external/chromium_org/third_party/flot/ |
jquery.flot.symbol.min.js | 1 (function(b){function a(h,e,g){var d={square:function(k,j,n,i,m){var l=i*Math.sqrt(Math.PI)/2;k.rect(j-l,n-l,l+l,l+l)},diamond:function(k,j,n,i,m){var l=i*Math.sqrt(Math.PI/2);k.moveTo(j-l,n);k.lineTo(j,n-l);k.lineTo(j+l,n);k.lineTo(j,n+l);k.lineTo(j-l,n)},triangle:function(l,k,o,j,n){var m=j*Math.sqrt(2*Math.PI/Math.sin(Math.PI/3));var i=m*Math.sin(Math.PI/3);l.moveTo(k-m/2,o+i/2);l.lineTo(k+m/2,o+i/2);if(!n){l.lineTo(k,o-i/2);l.lineTo(k-m/2,o+i/2)}},cross:function(k,j,n,i,m){var l=i*Math.sqrt(Math.PI)/2;k.moveTo(j-l,n-l);k.lineTo(j+l,n+l);k.moveTo(j-l, (…) method
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/ndk/tests/build/issue22345-ICE-postreload/jni/ |
issue22345-ICE-postreload.cpp | 38 inline Vector3 cross(const Vector3& v1, const Vector3& v2) { function in namespace:math 49 math::normalize(math::cross(v1, v2));
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/external/eigen/Eigen/src/Geometry/ |
OrthoMethods.h | 18 * \returns the cross product of \c *this and \a other 20 * Here is a very good explanation of cross-product: http://xkcd.com/199/ 26 MatrixBase<Derived>::cross(const MatrixBase<OtherDerived>& other) const function in class:Eigen::MatrixBase 64 * \returns the cross product of \c *this and \a other using only the x, y, and z coefficients 69 * \sa MatrixBase::cross() 89 /** \returns a matrix expression of the cross product of each column or row 97 * \sa MatrixBase::cross() */ 101 VectorwiseOp<ExpressionType,Direction>::cross(const MatrixBase<OtherDerived>& other) const function in class:Eigen::VectorwiseOp 206 * \sa cross()
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/frameworks/native/include/ui/ |
vec3.h | 94 // cross product works only on vectors of size 3 97 tvec3 __attribute__((pure)) cross(const tvec3& u, const tvec3<RT>& v) { function in class:android::tvec3
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9/ |
3d-raytrace.js | 87 function cross(v1, v2) { function 128 var normal = cross(edge1, edge2); 263 var xaxis = normaliseVector(cross(up, zaxis)); 264 var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/ |
3d-raytrace.js | 87 function cross(v1, v2) { function 128 var normal = cross(edge1, edge2); 263 var xaxis = normaliseVector(cross(up, zaxis)); 264 var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-1.0/ |
3d-raytrace.js | 87 function cross(v1, v2) { function 128 var normal = cross(edge1, edge2); 263 var xaxis = normaliseVector(cross(up, zaxis)); 264 var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
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/external/chromium_org/third_party/WebKit/Source/core/platform/graphics/ |
FloatPoint3D.h | 99 // Sets this FloatPoint3D to the cross product of the passed two. 102 void cross(const FloatPoint3D& a, const FloatPoint3D& b) function in class:WebCore::FloatPoint3D 112 // Convenience function returning "this cross point" as a 114 FloatPoint3D cross(const FloatPoint3D& point) const function in class:WebCore::FloatPoint3D 117 result.cross(*this, point);
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/external/chromium_org/third_party/skia/src/pathops/ |
SkPathOpsPoint.h | 47 double cross(const SkDVector& a) const { function in struct:SkDVector
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/external/jmonkeyengine/engine/src/core/com/jme3/math/ |
Ring.java | 193 up.cross(Vector3f.UNIT_X, b1);
195 up.cross(Vector3f.UNIT_Y, b1);
198 up.cross(b1, b2);
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Vector2f.java | 216 * <code>cross</code> calculates the cross product of this vector with a 220 * the vector to take the cross product of with this. 221 * @return the cross product vector. 223 public Vector3f cross(Vector2f v) { method in class:Vector2f
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Vector3f.java | 305 * <code>cross</code> calculates the cross product of this vector with a
309 * the vector to take the cross product of with this.
310 * @return the cross product vector.
312 public Vector3f cross(Vector3f v) {
method in class:Vector3f 313 return cross(v, null);
317 * <code>cross</code> calculates the cross product of this vector with a
321 * the vector to take the cross product of with this.
323 * the vector to store the cross product result. 326 public Vector3f cross(Vector3f v,Vector3f result) { method in class:Vector3f 344 public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) { method in class:Vector3f [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/util/ |
TangentBinormalGenerator.java | 305 return (a.subtract(b).cross(c.subtract(b))).lengthSquared() == 0; 364 tangent.cross(binormal, normal); 512 // so binormal = normal.cross(tangent) will be flipped in the shader 528 binormal.cross(givenNormal, tangent); 553 givenNormal.cross(tangent, binormal); 582 givenNormal.cross(tangent, binormal); 583 binormal.cross(givenNormal, tangent); 715 // wvBinormal = cross(wvNormal, wvTangent) * -inTangent.w 718 normal.cross(tangent, point);
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/external/skia/src/pathops/ |
SkPathOpsPoint.h | 47 double cross(const SkDVector& a) const { function in struct:SkDVector
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/hardware/akm/AK8975_FS/akmdfs/AKFS_APIs_8975/ |
AKFS_AOC.c | 159 AKFVEC cross; local 193 cross = tempv; 200 temp = dv[i].u.x * cross.u.x 201 + dv[i].u.y * cross.u.y 202 + dv[i].u.z * cross.u.z;
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/external/jmonkeyengine/engine/src/core/com/jme3/effect/ |
ParticleTriMesh.java | 206 camDir.cross(left, up); 211 faceNormal.cross(up, left);
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/src/gl-matrix/ |
vec2.js | 330 * Computes the cross product of two vec2's 331 * Note that the cross product must by definition produce a 3D vector 338 vec2.cross = function(out, a, b) {
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vec3.js | 351 * Computes the cross product of two vec3's 358 vec3.cross = function(out, a, b) {
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv50/codegen/ |
nv50_ir_graph.cpp | 79 case CROSS: return "cross"; 286 Stack bb, cross; local 307 case Graph::Edge::CROSS: 309 cross.push(ei.getNode()); 319 cross.moveTo(bb); 374 edge->type = node->tag ? Edge::BACK : Edge::CROSS; 390 edge->type = node->tag ? Edge::BACK : Edge::CROSS;
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/external/chromium_org/third_party/mesa/src/src/mesa/swrast/ |
s_aatriangle.c | 223 /* cross product determines if sample is inside or outside each edge */ 224 GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0])); local 225 /* Check if the sample is exactly on an edge. If so, let cross be a 228 if (cross == 0.0F) 229 cross = dx0 + dy0; 230 if (cross < 0.0F) { 237 cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0])); 238 if (cross == 0.0F) 239 cross = dx1 + dy1; 240 if (cross < 0.0F) [all...] |
/external/chromium_org/third_party/skia/include/core/ |
SkPoint.h | 127 /** Returns the cross product of a and b, treating them as 2D vectors 422 /** Returns the cross product of a and b, treating them as 2D vectors 428 SkScalar cross(const SkPoint& vec) const { function in struct:SkPoint 448 * the values are consistent with the sign of (b-a) cross (pt-a)
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/external/mesa3d/src/gallium/drivers/nv50/codegen/ |
nv50_ir_graph.cpp | 79 case CROSS: return "cross"; 286 Stack bb, cross; local 307 case Graph::Edge::CROSS: 309 cross.push(ei.getNode()); 319 cross.moveTo(bb); 374 edge->type = node->tag ? Edge::BACK : Edge::CROSS; 390 edge->type = node->tag ? Edge::BACK : Edge::CROSS;
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/external/mesa3d/src/mesa/swrast/ |
s_aatriangle.c | 223 /* cross product determines if sample is inside or outside each edge */ 224 GLfloat cross = (dx0 * (sy - v0[1]) - dy0 * (sx - v0[0])); local 225 /* Check if the sample is exactly on an edge. If so, let cross be a 228 if (cross == 0.0F) 229 cross = dx0 + dy0; 230 if (cross < 0.0F) { 237 cross = (dx1 * (sy - v1[1]) - dy1 * (sx - v1[0])); 238 if (cross == 0.0F) 239 cross = dx1 + dy1; 240 if (cross < 0.0F) [all...] |
/external/skia/include/core/ |
SkPoint.h | 127 /** Returns the cross product of a and b, treating them as 2D vectors 422 /** Returns the cross product of a and b, treating them as 2D vectors 428 SkScalar cross(const SkPoint& vec) const { function in struct:SkPoint 448 * the values are consistent with the sign of (b-a) cross (pt-a)
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/external/chromium_org/third_party/skia/src/utils/ |
SkCamera.cpp | 104 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) { 105 SkASSERT(cross); 107 // use x,y,z, in case &a == cross or &b == cross 113 cross->set(x, y, z); 267 SkUnit3D axis, zenith, cross; local 281 SkUnit3D::Cross(axis, zenith, &cross); 289 orien->set(SkMatrix::kMScaleX, SkUnitScalarMul(x, axis.fX) - SkUnitScalarMul(z, cross.fX)) [all...] |