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Lines Matching full:divisor

124     float divisor = (dx * (p1.y - p2.y) + dy * p2.x - dy * p1.x);
125 if (divisor == 0) return -1.0f; // error, invalid divisor
128 float interpVal = (dx * (p1.y - rayOrigin.y) + dy * rayOrigin.x - dy * p1.x) / divisor;
135 rayOrigin.x * (p2.y - p1.y)) / divisor;