Searched refs:v0 (Results 1 - 16 of 16) sorted by relevance

/haiku/headers/libs/agg/
H A Dagg_math_stroke.h84 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 Dagg_vcgen_smooth_poly1.h67 void calculate(const vertex_dist& v0,
H A Dagg_trans_affine.h98 trans_affine(double v0, double v1, double v2, argument
100 sx(v0), shy(v1), shx(v2), sy(v3), tx(v4), ty(v5)
H A Dagg_trans_perspective.h40 trans_perspective(double v0, double v1, double v2, argument
43 sx (v0), shy(v1), w0(v2),
/haiku/src/libs/agg/src/
H A Dagg_vcgen_smooth_poly1.cpp80 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;
/haiku/src/system/libroot/posix/crypt/
H A DSHA256.cpp148 uint32 v0 = fBuffer[i - 15]; local
150 uint32 s0 = rotate_right(v0, 7) ^ rotate_right(v0, 18) ^ (v0 >> 3);
/haiku/src/apps/glteapot/
H A DQuaternion.h383 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);
H A DVector3.h197 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];
/haiku/src/apps/haiku3d/
H A DQuaternion.h389 // 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);
H A DVector3.h208 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];
/haiku/src/libs/glut/
H A Dglut_shapes.c393 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])
/haiku/src/system/libroot/posix/musl/math/
H A Dlgammal.c157 v0 = 1.150830924194461522996462401210374632929E3L, variable
301 p2 = v0 + y * (v1 + y * (v2 + y * (v3 + y * (v4 + y * (v5 + y)))));
/haiku/src/add-ons/screen_savers/flurry/
H A DSmoke.cpp258 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;
/haiku/src/tools/cppunit/
H A DTestShell.cpp285 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) {
/haiku/headers/tools/cppunit/
H A DTestShell.h82 enum VerbosityLevel { v0, v1, v2, v3, v4 }; enumerator in enum:BTestShell::VerbosityLevel
/haiku/src/apps/icon-o-matic/import_export/svg/
H A Dnanosvg.h572 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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