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  /external/skia/src/pathops/
SkPathOpsCurve.h 299 static void line_intersect_ray(const SkPoint a[2], SkScalar , const SkDLine& ray,
303 i->intersectRay(line, ray);
306 static void quad_intersect_ray(const SkPoint a[3], SkScalar , const SkDLine& ray,
310 i->intersectRay(quad, ray);
313 static void conic_intersect_ray(const SkPoint a[3], SkScalar weight, const SkDLine& ray,
317 i->intersectRay(conic, ray);
320 static void cubic_intersect_ray(const SkPoint a[4], SkScalar , const SkDLine& ray,
324 i->intersectRay(cubic, ray);
336 static void dline_intersect_ray(const SkDCurve& c, const SkDLine& ray, SkIntersections* i) {
337 i->intersectRay(c.fLine, ray);
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SkOpCoincidence.cpp 301 SkDLine ray = {{{pt.fX, pt.fY}, {pt.fX + dxdy.fY, pt.fY - dxdy.fX}}}; local
303 (*CurveIntersectRay[testSeg->verb()])(testSeg->pts(), testSeg->weight(), ray, &i);
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SkOpSegment.cpp 1621 SkDLine ray = {{{midPt.fX, midPt.fY}, {partMidPt.fX + dxdy.fY, partMidPt.fY - dxdy.fX}}}; local
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SkPathOpsDebug.cpp 1505 SkDLine ray = {{{pt.fX, pt.fY}, {pt.fX + dxdy.fY, pt.fY - dxdy.fX}}}; local
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  /external/skqp/src/pathops/
SkPathOpsCurve.h 299 static void line_intersect_ray(const SkPoint a[2], SkScalar , const SkDLine& ray,
303 i->intersectRay(line, ray);
306 static void quad_intersect_ray(const SkPoint a[3], SkScalar , const SkDLine& ray,
310 i->intersectRay(quad, ray);
313 static void conic_intersect_ray(const SkPoint a[3], SkScalar weight, const SkDLine& ray,
317 i->intersectRay(conic, ray);
320 static void cubic_intersect_ray(const SkPoint a[4], SkScalar , const SkDLine& ray,
324 i->intersectRay(cubic, ray);
336 static void dline_intersect_ray(const SkDCurve& c, const SkDLine& ray, SkIntersections* i) {
337 i->intersectRay(c.fLine, ray);
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SkOpCoincidence.cpp 301 SkDLine ray = {{{pt.fX, pt.fY}, {pt.fX + dxdy.fY, pt.fY - dxdy.fX}}}; local
303 (*CurveIntersectRay[testSeg->verb()])(testSeg->pts(), testSeg->weight(), ray, &i);
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SkOpSegment.cpp 1621 SkDLine ray = {{{midPt.fX, midPt.fY}, {partMidPt.fX + dxdy.fY, partMidPt.fY - dxdy.fX}}}; local
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SkPathOpsDebug.cpp 1505 SkDLine ray = {{{pt.fX, pt.fY}, {pt.fX + dxdy.fY, pt.fY - dxdy.fX}}}; local
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  /external/v8/benchmarks/
raytrace.js 1 // The ray tracer code in this file is written by Adam Burmister. It
9 // JavaScript framework which is used by the ray tracer.
17 // the scene was ray traced correctly.
53 // The rest of this file is the actual ray tracer written by Adam
59 // flog/ray.js
280 Flog.RayTracer.Ray = Class.create();
282 Flog.RayTracer.Ray.prototype = {
291 return 'Ray [' + this.position + ',' + this.direction + ']';
426 intersect: function(ray){
430 var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position)
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  /external/skia/src/core/
SkStroke.cpp 234 ResultType strokeCloseEnough(const SkPoint stroke[3], const SkPoint ray[2],
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  /external/skqp/src/core/
SkStroke.cpp 234 ResultType strokeCloseEnough(const SkPoint stroke[3], const SkPoint ray[2],
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  /external/skia/tests/
PathOpsAngleIdeas.cpp 514 SkDVector ray = q.ptAtT(smallT) - origin;
516 if (ray.fX * end.fX < 0 || ray.fY * end.fY < 0) {
519 double rayDist = ray.length();
533 SkDVector ray = q.ptAtT(t) - origin;
535 double rayDist = ray.length();
538 double midXray = mid.crossCheck(ray);
678 If the hulls overlap, and have the same general direction, then intersect the shorter end point ray
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  /external/skqp/tests/
PathOpsAngleIdeas.cpp 514 SkDVector ray = q.ptAtT(smallT) - origin;
516 if (ray.fX * end.fX < 0 || ray.fY * end.fY < 0) {
519 double rayDist = ray.length();
533 SkDVector ray = q.ptAtT(t) - origin;
535 double rayDist = ray.length();
538 double midXray = mid.crossCheck(ray);
678 If the hulls overlap, and have the same general direction, then intersect the shorter end point ray
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  /external/pdfium/third_party/lcms/src/
cmssm.c 479 cmsLine ray; local
501 // Create a ray line from centre to this point
503 LineOf2Points(&ray, &Lab, &Centre);
523 ClosestLineToLine(&temp, &ray, &edge);
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3drmdef.h 451 D3DVECTOR * WINAPI D3DRMVectorReflect(D3DVECTOR *ret, D3DVECTOR *ray, D3DVECTOR *normal);
d3drmobj.h     [all...]

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