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  /external/chromium_org/third_party/WebKit/Source/platform/geometry/
FloatPolygon.cpp 52 static inline bool isPointOnLineSegment(const FloatPoint& vertex1, const FloatPoint& vertex2, const FloatPoint& point)
54 return point.x() >= std::min(vertex1.x(), vertex2.x())
55 && point.x() <= std::max(vertex1.x(), vertex2.x())
56 && areCollinearPoints(vertex1, vertex2, point);
122 if (areCollinearPoints(lastEdge.vertex1(), lastEdge.vertex2(), firstEdge.vertex2())) {
154 static inline float leftSide(const FloatPoint& vertex1, const FloatPoint& vertex2, const FloatPoint& point)
156 return ((point.x() - vertex1.x()) * (vertex2.y() - vertex1.y())) - ((vertex2.x() - vertex1.x()) * (point.y() - vertex1.y()))
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FloatPolygon.h 87 virtual const FloatPoint& vertex1() const = 0;
90 float minX() const { return std::min(vertex1().x(), vertex2().x()); }
91 float minY() const { return std::min(vertex1().y(), vertex2().y()); }
92 float maxX() const { return std::max(vertex1().x(), vertex2().x()); }
93 float maxY() const { return std::max(vertex1().y(), vertex2().y()); }
101 virtual const FloatPoint& vertex1() const OVERRIDE
146 static String string(const FloatPolygonEdge* edge) { return String::format("%p (%f,%f %f,%f)", edge, edge->vertex1().x(), edge->vertex1().y(), edge->vertex2().x(), edge->vertex2().y()); }
FloatPolygonTest.cpp 101 EXPECT_EQ(FloatPoint(200, 100), triangle.edgeAt(0).vertex1());
103 EXPECT_EQ(FloatPoint(200, 200), triangle.edgeAt(1).vertex1());
105 EXPECT_EQ(FloatPoint(100, 200), triangle.edgeAt(2).vertex1());
  /external/ceres-solver/internal/ceres/
graph.h 91 // Add a weighted edge between the vertex1 and vertex2. Calling
97 void AddEdge(const Vertex& vertex1, const Vertex& vertex2, double weight) {
98 DCHECK(vertices_.find(vertex1) != vertices_.end());
101 if (edges_[vertex1].insert(vertex2).second) {
102 edges_[vertex2].insert(vertex1);
105 if (vertex1 < vertex2) {
106 edge_weights_[make_pair(vertex1, vertex2)] = weight;
108 edge_weights_[make_pair(vertex2, vertex1)] = weight;
113 void AddEdge(const Vertex& vertex1, const Vertex& vertex2) {
114 AddEdge(vertex1, vertex2, 1.0)
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single_linkage_clustering.cc 62 const int vertex1 = *it1; local
63 const HashSet<int>& neighbors = graph.Neighbors(vertex1);
71 if ((vertex1 > vertex2) ||
72 (graph.EdgeWeight(vertex1, vertex2) < options.min_similarity)) {
77 const int c1 = FindConnectedComponent(vertex1, membership);
graph_algorithms.h 291 const Vertex vertex1 = *it; local
292 forest->AddVertex(vertex1, graph.VertexWeight(vertex1));
293 disjoint_set[vertex1] = vertex1;
295 const HashSet<Vertex>& neighbors = graph.Neighbors(vertex1);
300 if (vertex1 >= vertex2) {
303 const double weight = graph.EdgeWeight(vertex1, vertex2);
304 weighted_edges.push_back(make_pair(weight, make_pair(vertex1, vertex2)));
317 const Vertex vertex1 = edge.first local
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  /external/chromium_org/third_party/WebKit/Source/core/rendering/shapes/
PolygonShape.cpp 40 FloatSize edgeDelta = edge.vertex2() - edge.vertex1();
60 if (vertex1().y() == vertex2().y() || vertex1().x() == vertex2().x())
63 return vertex1().y() < vertex2().y() ? vertex1().x() : vertex2().x();
65 return vertex1().y() > vertex2().y() ? vertex1().x() : vertex2().x();
67 return vertex1().x() + ((y - vertex1().y()) * (vertex2().x() - vertex1().x()) / (vertex2().y() - vertex1().y()))
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PolygonShape.h 42 : m_vertex1(edge.vertex1() + offset)
47 virtual const FloatPoint& vertex1() const OVERRIDE { return m_vertex1; }
  /external/pdfium/core/src/fpdfapi/fpdf_render/
fpdf_render_pattern.cpp 329 CPDF_MeshVertex& vertex1 = triangle[i]; local
331 FX_BOOL bIntersect = _GetScanlineIntersect(y, vertex1.x, vertex1.y,
336 r[nIntersects] = vertex1.r + FXSYS_MulDiv(vertex2.r - vertex1.r, y - vertex1.y, vertex2.y - vertex1.y);
337 g[nIntersects] = vertex1.g + FXSYS_MulDiv(vertex2.g - vertex1.g, y - vertex1.y, vertex2.y - vertex1.y);
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  /external/deqp/modules/gles2/functional/
es2fShaderInvarianceTests.cpp 214 const tcu::Vec4 vertex1 = genRandomVector(rnd); local
218 triangles[triNdx*3 + 0] = vertex1;
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es2fClippingTests.cpp 1249 tcu::Vec3 vertex1; local
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  /external/deqp/modules/gles3/functional/
es3fShaderInvarianceTests.cpp 214 const tcu::Vec4 vertex1 = genRandomVector(rnd); local
218 triangles[triNdx*3 + 0] = vertex1;
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es3fClippingTests.cpp 1253 tcu::Vec3 vertex1; local
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