point_in
points[i].point_in,
fPoints[i].point_in + translation,
BPoint pointIn = transform.Transform(fPoints[i].point_in);
BPoint transformedIn = fPoints[i].point_in;
fPoints[i].point_in,
dummy.Set(fPoints[i].point_in.x, fPoints[i].point_in.y,
fPoints[i].point_in.x, fPoints[i].point_in.y);
fPath[index].point_in = point;
fPath[index].point_in = pointIn;
fPath[i].point_in = pointIn;
ret = into->AddData("point in", B_POINT_TYPE, &fPath[0].point_in,
ret = into->AddData("point in", B_POINT_TYPE, &fPath[i].point_in,
|| fPath[i].point_in != other.fPath[i].point_in
fPath[i].point_in = fPath[i - 1].point_in;
fPath[i].point_in = fPath[i + 1].point_in;
fPath[index].point_in += offset;
fPath[index].point_in = pointIn;
fPath[i].point_in = point;
BPoint v = fPath[i].point - fPath[i].point_in;
fPath[i].point_out = fPath[i].point_in + v;
fPath[i].point_in = fPath[i].point + v;
fPath[i].point_in.x, fPath[i].point_in.y);
fPath[i].point_in = fPath[i].point_out + v;
point = fPath[index].point_in;
points[i].point_in.x, points[i].point_in.y,
pointIn = fPath[index].point_in;
points[0].point_in.x, points[0].point_in.y,
fPath[i].point_out, fPath[i + 1].point_in, fPath[i + 1].point);
fPath[fPointCount - 1].point_out, fPath[0].point_in,
+ fPath[index + 1].point_in.x * t3
+ fPath[index + 1].point_in.y * t3
+ fPath[0].point_in.x * t3 + fPath[0].point.x * t4;
+ fPath[0].point_in.y * t3 + fPath[0].point.y * t4;
r.left = min_c(r.left, fPath[i].point_in.x);
r.top = min_c(r.top, fPath[i].point_in.y);
r.right = max_c(r.right, fPath[i].point_in.x);
r.bottom = max_c(r.bottom, fPath[i].point_in.y);
fPath[i + 1].point_in.x, fPath[i + 1].point_in.y,
fPath[0].point_in.x, fPath[0].point_in.y,
fPath[0].point_in = fPath[fPointCount - 1].point_in;
&& fPath[i].point == fPath[i].point_in) {
BPoint in = fPath[i - 1].point_in;
fPath[i].point_in = in;
if (fPath[i].point_in == fPath[i].point_out
|| fPath[i].point == fPath[i].point_in
|| (fabs(agg::calc_line_point_distance(fPath[i].point_in.x,
fPath[i].point_in.y, fPath[i].point.x, fPath[i].point.y,
fPath[i].point_in.x, fPath[i].point_in.y)) < 0.01)) {
fPath[i].point_in, fPath[i].connected);
transform.Transform(&(fPath[i].point_in));
fPath[i].point_in.x, fPath[i].point_in.y,
BPoint point_in; // control point for incomming curve