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full:bezier
(Results
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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
[
all
...]
/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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