/haiku/headers/libs/agg/ |
H A D | agg_math_stroke.h | 84 const vertex_dist& v0, 89 const vertex_dist& v0, 102 const vertex_dist& v0, 203 const vertex_dist& v0, 215 if(calc_intersection(v0.x + dx1, v0.y - dy1, 237 // First check if v0 and v2 lie on the opposite sides of vector: 239 // to the line determined by vertices v0 and v1. 245 if(((x2 - v0.x)*dy1 - (v0 202 calc_miter(VC& out_vertices, const vertex_dist& v0, const vertex_dist& v1, const vertex_dist& v2, double dx1, double dy1, double dx2, double dy2, line_join_e lj, double ml) argument 290 calc_cap(VC& out_vertices, const vertex_dist& v0, const vertex_dist& v1, double len) argument 352 calc_join(VC& out_vertices, const vertex_dist& v0, const vertex_dist& v1, const vertex_dist& v2, double len1, double len2) argument [all...] |
H A D | agg_vcgen_smooth_poly1.h | 67 void calculate(const vertex_dist& v0,
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H A D | agg_trans_affine.h | 98 trans_affine(double v0, double v1, double v2, argument 100 sx(v0), shy(v1), shx(v2), sy(v3), tx(v4), ty(v5)
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H A D | agg_trans_perspective.h | 40 trans_perspective(double v0, double v1, double v2, argument 43 sx (v0), shy(v1), w0(v2),
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/haiku/src/libs/agg/src/ |
H A D | agg_vcgen_smooth_poly1.cpp | 80 void vcgen_smooth_poly1::calculate(const vertex_dist& v0, argument 86 double k1 = v0.dist / (v0.dist + v1.dist); 89 double xm1 = v0.x + (v2.x - v0.x) * k1; 90 double ym1 = v0.y + (v2.y - v0.y) * k1;
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/haiku/src/system/libroot/posix/crypt/ |
H A D | SHA256.cpp | 148 uint32 v0 = fBuffer[i - 15]; local 150 uint32 s0 = rotate_right(v0, 7) ^ rotate_right(v0, 18) ^ (v0 >> 3);
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/haiku/src/apps/glteapot/ |
H A D | Quaternion.h | 383 shortestArcQuat(const Vector3& v0, const Vector3& v1) // Game Programming Gems 2.10. make sure v0,v1 are normalized
argument 385 Vector3 c = v0.cross(v1);
386 float d = v0.dot(v1);
399 shortestArcQuatNormalize2(Vector3& v0,Vector3& v1)
argument 401 v0.normalize();
403 return shortestArcQuat(v0,v1);
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H A D | Vector3.h | 197 inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt)
argument 200 m_x = s * v0.x() + rt * v1.x();
201 m_y = s * v0.y() + rt * v1.y();
202 m_z = s * v0.z() + rt * v1.z();
204 // m_co[3] = s * v0[3] + rt * v1[3];
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/haiku/src/apps/haiku3d/ |
H A D | Quaternion.h | 389 // Game Programming Gems 2.10. make sure v0,v1 are normalized 391 shortestArcQuat(const Vector3& v0, const Vector3& v1) argument 393 Vector3 c = v0.cross(v1); 394 float d = v0.dot(v1); 407 shortestArcQuatNormalize2(Vector3& v0, Vector3& v1) argument 409 v0.normalize(); 411 return shortestArcQuat(v0, v1);
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H A D | Vector3.h | 208 inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt) argument 211 m_x = s * v0.x() + rt * v1.x(); 212 m_y = s * v0.y() + rt * v1.y(); 213 m_z = s * v0.z() + rt * v1.z(); 215 // m_co[3] = s * v0[3] + rt * v1[3];
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/haiku/src/libs/glut/ |
H A D | glut_shapes.c | 393 subdivide(GLfloat * v0, GLfloat * v1, GLfloat * v2, argument 406 w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth; 407 w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n]) 409 w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n])
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/haiku/src/system/libroot/posix/musl/math/ |
H A D | lgammal.c | 157 v0 = 1.150830924194461522996462401210374632929E3L, variable 301 p2 = v0 + y * (v1 + y * (v2 + y * (v3 + y * (v4 + y * (v5 + y)))));
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/haiku/src/add-ons/screen_savers/flurry/ |
H A D | Smoke.cpp | 258 float v0; local 333 v0 = (s->p[i].animFrame.i[k] >> 3) * 0.125f; 335 v1 = v0 + 0.125f; 365 s->seraphimTextures[sti++] = v0; 372 s->seraphimTextures[sti++] = v0;
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/haiku/src/tools/cppunit/ |
H A D | TestShell.cpp | 285 cout << indent << "-v0 Sets verbosity level to 0 (concise summary only)" << endl; 353 } else if (arg == "-v0") { 354 fVerbosityLevel = v0; 390 if (fVerbosityLevel > v0) { 464 if (fTests.find(i->first) != fTests.end() && Verbosity() > v0) {
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/haiku/headers/tools/cppunit/ |
H A D | TestShell.h | 82 enum VerbosityLevel { v0, v1, v2, v3, v4 }; enumerator in enum:BTestShell::VerbosityLevel
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/haiku/src/apps/icon-o-matic/import_export/svg/ |
H A D | nanosvg.h | 572 float* v0 = &curve[0]; local 578 bounds[0] = nsvg__minf(v0[0], v3[0]); 579 bounds[1] = nsvg__minf(v0[1], v3[1]); 580 bounds[2] = nsvg__maxf(v0[0], v3[0]); 581 bounds[3] = nsvg__maxf(v0[1], v3[1]); 590 a = -3.0 * v0[i] + 9.0 * v1[i] - 9.0 * v2[i] + 3.0 * v3[i]; 591 b = 6.0 * v0[i] - 12.0 * v1[i] + 6.0 * v2[i]; 592 c = 3.0 * v1[i] - 3.0 * v0[i]; 612 v = nsvg__evalBezier(roots[j], v0[i], v1[i], v2[i], v3[i]);
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