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  /external/robolectric/v1/src/main/java/com/xtremelabs/robolectric/shadows/
ShadowPath.java 41 quadDescription = "Add a quadratic bezier from last point, approaching (" + x1 + "," + y1 + "), " +
  /external/skia/src/gpu/ccpr/
GrCCPRQuadraticProcessor.h 22 * Pass 1: Draw a conservative raster hull around the quadratic bezier points, and compute the
GrCCPRCubicProcessor.cpp 26 // Fetch all 4 cubic bezier points.
40 // Find the corner of the inset geometry that corresponds to this bezier vertex (bezierpts[0]).
122 // of their corresponding bezier edge. If there is one backwards edge, the inset geometry is
124 // inset geometry doesn't exist (i.e. the bezier quadrilateral isn't large enough) and we
  /frameworks/support/core-ui/java/android/support/v4/view/animation/
FastOutLinearInInterpolator.java 22 * Uses a lookup table for the Bezier curve from (0,0) to (1,1) with control points:
FastOutSlowInInterpolator.java 22 * Uses a lookup table for the Bezier curve from (0,0) to (1,1) with control points:
LinearOutSlowInInterpolator.java 22 * Uses a lookup table for the Bezier curve from (0,0) to (1,1) with control points:
  /packages/apps/Messaging/src/com/android/messaging/util/
CubicBezierInterpolator.java 22 * Class that acts as an interpolator to match the cubic-bezier css timing function where p0 is
  /external/skia/src/gpu/
GrPathUtils.h 96 // Input is 3 control points and a weight for a bezier conic. Calculates the
151 // Chops the cubic bezier passed in by src, at the double point (intersection point)
  /external/mesa3d/src/mesa/math/
m_eval.c 49 * Horner scheme for Bezier curves
51 * Bezier curves can be computed via a Horner scheme.
58 * A cubic Bezier curve with control points b0, b1, b2, b3 can be
104 * Tensor product Bezier surfaces
107 * TP Bezier surface. First a control polygon for a curve
  /external/fonttools/Lib/fontTools/misc/
bezierTools.py 1 """fontTools.misc.bezierTools.py -- tools for working with bezier path segments.
25 """Return the bounding rectangle for a qudratic bezier segment.
46 """Return the bounding rectangle for a cubic bezier segment.
  /external/skia/src/utils/
SkPatchUtils.cpp 48 * Evaluator to sample the values of a cubic bezier using forward differences.
69 * Receives the 4 control points of the cubic bezier.
131 * Calculate the approximate arc length given a bezier curve's control points.
SkParsePath.cpp 150 case 'Q': // Quadratic Bezier Curve
  /external/pdfium/core/fpdfapi/edit/
cpdf_pagecontentgenerator.cpp 141 // "c" adds a Bezier curve from current to last point, using the two other
142 // points as the Bezier control points
  /external/skia/src/pathops/
SkReduceOrder.cpp 165 Given points c1, c2, c3 and c4 of a cubic Bezier, the points of the
166 corresponding quadratic Bezier are (given in convex combinations of
SkDQuadLineIntersection.cpp 15 From http://stackoverflow.com/questions/1853637/how-to-find-the-mathematical-function-defining-a-bezier-curve
17 "A Bezier curve is a parametric function. A quadratic Bezier curve (i.e. three
  /external/dng_sdk/source/
dng_spline.cpp 218 // S[j-1] and S[j] at either end. Specifically, we compute the 1-D Bezier
  /external/fio/tools/plot/
fio2gnuplot.1 32 Bezier's curves makes much more filtered plots
fio2gnuplot.manpage 19 Bezier's curves makes much more filtered plots
  /external/pdfium/third_party/agg23/
agg_curves.h 124 void bezier(FX_FLOAT x1, FX_FLOAT y1,
  /external/skia/src/core/
SkCubicClipper.cpp 58 // we never evaluate a Bezier outside this interval, so we return false.
  /packages/apps/Settings/src/com/android/settings/widget/
DotsPageIndicator.java 482 // bezier to the middle top of the join
491 // bezier to the top right of the join
504 // bezier to the middle bottom of the join
513 // bezier back to the start point in the bottom left
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  /external/ImageMagick/ImageMagick/script/
magick-vector-graphics.html 368 <td><a id="bezier"></a>bezier <var>x<sub>0</sub></var>,<var>y<sub>0</sub></var> ... <var>x<sub>n</sub></var>,<var>y<sub>n</sub></var></td>
369 <td><code>Bezier</code> (spline) requires three or more x,y coordinates to define its shape. The first and last points are the knots (preserved coordinates) and any intermediate coordinates are the control points. If two control points are specified, the line between each end knot and its sequentially respective control point determines the tangent direction of the curve at that end. If one control point is specified, the lines from the end knots to the one control point determines the tangent directions of the curve at each end. If more than two control points are specified, then the additional control points act in combination to determine the intermediate shape of the curve. In order to draw complex curves, it is highly recommended either to use the <code>Path</code> primitive or to draw multiple four-point bezier segments with the start and end knots of each successive segment repeated. </td>
  /external/ImageMagick/www/
magick-vector-graphics.html 372 <td><a id="bezier"></a>bezier <var>x<sub>0</sub></var>,<var>y<sub>0</sub></var> ... <var>x<sub>n</sub></var>,<var>y<sub>n</sub></var></td>
373 <td><code>Bezier</code> (spline) requires three or more x,y coordinates to define its shape. The first and last points are the knots (preserved coordinates) and any intermediate coordinates are the control points. If two control points are specified, the line between each end knot and its sequentially respective control point determines the tangent direction of the curve at that end. If one control point is specified, the lines from the end knots to the one control point determines the tangent directions of the curve at each end. If more than two control points are specified, then the additional control points act in combination to determine the intermediate shape of the curve. In order to draw complex curves, it is highly recommended either to use the <code>Path</code> primitive or to draw multiple four-point bezier segments with the start and end knots of each successive segment repeated. </td>
  /external/skia/gm/
beziereffects.cpp 101 * This GM directly exercises effects that draw Bezier curves in the GPU backend.
284 * This GM directly exercises effects that draw Bezier curves in the GPU backend.
494 * This GM directly exercises effects that draw Bezier quad curves in the GPU backend.
  /frameworks/base/core/jni/android/graphics/
Path.cpp 293 // Subdivide a section of the Bezier curve, set the mid-point and the mid-t value.
309 // Divides Bezier curves until linear interpolation is very close to accurate, using
310 // errorSquared as a metric. Cubic Bezier curves can have an inflection point that improperly

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