Searched refs:ay (Results 1 - 6 of 6) sorted by relevance
/haiku/src/system/libroot/posix/musl/math/ |
H A D | nextafter.c | 6 uint64_t ax, ay; local 14 ay = uy.i & -1ULL/2; 16 if (ay == 0) 19 } else if (ax > ay || ((ux.i ^ uy.i) & 1ULL<<63))
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H A D | nextafterf.c | 6 uint32_t ax, ay, e; local 13 ay = uy.i & 0x7fffffff; 15 if (ay == 0) 18 } else if (ax > ay || ((ux.i ^ uy.i) & 0x80000000))
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/haiku/headers/libs/agg/ |
H A D | agg_math.h | 136 AGG_INLINE bool calc_intersection(double ax, double ay, double bx, double by, 140 double num = (ay-cy) * (dx-cx) - (ax-cx) * (dy-cy); 141 double den = (bx-ax) * (dy-cy) - (by-ay) * (dx-cx); 145 *y = ay + r * (by-ay);
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H A D | agg_span_gradient.h | 336 int ay = abs(y); local 337 return ax > ay ? ax : ay;
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/haiku/src/tests/kits/game/ParticlesII/ |
H A D | particlesII.cpp | 436 int d,x,y,ax,ay,sx,sy,dx,dy; local 442 dy=y2-y1; ay=ABS(dy)<<1; sy=SGN(dy); 446 if(ax>ay) 448 d=ay-(ax>>1); 459 d+=ay; 464 d=ax-(ay>>1); 472 d-=ay;
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/haiku/src/add-ons/screen_savers/nebula/ |
H A D | Nebula.cpp | 136 float ax, float ay, float az) /* the 3 angles (order ?..) */ 145 xr2 = (*xr * ocos(ay) + *zr * osin(ay)); 146 zr2 = (*xr * osin(ay) - *zr * ocos(ay)); 135 rotate3d(float* xr, float* yr, float* zr, float ax, float ay, float az) argument
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