v0
const vertex_dist& v0,
const vertex_dist& v0,
if(calc_intersection(v0.x + dx1, v0.y - dy1,
if(((x2 - v0.x)*dy1 - (v0.y - y2)*dx1 < 0.0) !=
const vertex_dist& v0,
double dx1 = (v1.y - v0.y) / len;
double dy1 = (v1.x - v0.x) / len;
out_vertices.add(coord_type(v0.x - dx1 - dx2, v0.y + dy1 - dy2));
out_vertices.add(coord_type(v0.x + dx1 - dx2, v0.y - dy1 - dy2));
out_vertices.add(coord_type(v0.x - dx1, v0.y + dy1));
out_vertices.add(coord_type(v0.x + cos(a1) * m_width,
v0.y + sin(a1) * m_width));
out_vertices.add(coord_type(v0.x + cos(a1) * m_width,
v0.y + sin(a1) * m_width));
out_vertices.add(coord_type(v0.x + dx1, v0.y - dy1));
const vertex_dist& v0,
dx1 = m_width * (v1.y - v0.y) / len1;
dy1 = m_width * (v1.x - v0.x) / len1;
double cp = cross_product(v0.x, v0.y, v1.x, v1.y, v2.x, v2.y);
v0, v1, v2, dx1, dy1, dx2, dy2,
v0, v1, v2, dx1, dy1, dx2, dy2,
v0, v1, v2, dx1, dy1, dx2, dy2,
const vertex_dist& v0,
const vertex_dist& v0,
sx(v0), shy(v1), shx(v2), sy(v3), tx(v4), ty(v5)
trans_affine(double v0, double v1, double v2,
trans_perspective(double v0, double v1, double v2,
sx (v0), shy(v1), w0(v2),
void calculate(const vertex_dist& v0,
float v0;
v0 = (s->p[i].animFrame.i[k] >> 3) * 0.125f;
v1 = v0 + 0.125f;
s->seraphimTextures[sti++] = v0;
s->seraphimTextures[sti++] = v0;
shortestArcQuat(const Vector3& v0, const Vector3& v1) // Game Programming Gems 2.10. make sure v0,v1 are normalized
Vector3 c = v0.cross(v1);
float d = v0.dot(v1);
shortestArcQuatNormalize2(Vector3& v0,Vector3& v1)
v0.normalize();
return shortestArcQuat(v0,v1);
inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt)
m_x = s * v0.x() + rt * v1.x();
m_y = s * v0.y() + rt * v1.y();
m_z = s * v0.z() + rt * v1.z();
shortestArcQuat(const Vector3& v0, const Vector3& v1)
Vector3 c = v0.cross(v1);
float d = v0.dot(v1);
shortestArcQuatNormalize2(Vector3& v0, Vector3& v1)
v0.normalize();
return shortestArcQuat(v0, v1);
inline void setInterpolate3(const Vector3& v0, const Vector3& v1, float rt)
m_x = s * v0.x() + rt * v1.x();
m_y = s * v0.y() + rt * v1.y();
m_z = s * v0.z() + rt * v1.z();
float* v0 = &curve[0];
bounds[0] = nsvg__minf(v0[0], v3[0]);
bounds[1] = nsvg__minf(v0[1], v3[1]);
bounds[2] = nsvg__maxf(v0[0], v3[0]);
bounds[3] = nsvg__maxf(v0[1], v3[1]);
a = -3.0 * v0[i] + 9.0 * v1[i] - 9.0 * v2[i] + 3.0 * v3[i];
b = 6.0 * v0[i] - 12.0 * v1[i] + 6.0 * v2[i];
c = 3.0 * v1[i] - 3.0 * v0[i];
v = nsvg__evalBezier(roots[j], v0[i], v1[i], v2[i], v3[i]);
void vcgen_smooth_poly1::calculate(const vertex_dist& v0,
double k1 = v0.dist / (v0.dist + v1.dist);
double xm1 = v0.x + (v2.x - v0.x) * k1;
double ym1 = v0.y + (v2.y - v0.y) * k1;
subdivide(GLfloat * v0, GLfloat * v1, GLfloat * v2,
w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth;
w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n])
w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n])
uint32 v0 = fBuffer[i - 15];
uint32 s0 = rotate_right(v0, 7) ^ rotate_right(v0, 18) ^ (v0 >> 3);
v0 = 1.150830924194461522996462401210374632929E3L,
p2 = v0 + y * (v1 + y * (v2 + y * (v3 + y * (v4 + y * (v5 + y)))));
fVerbosityLevel = v0;
if (fVerbosityLevel > v0) {
if (fTests.find(i->first) != fTests.end() && Verbosity() > v0) {