Searched refs:nearT (Results 1 – 7 of 7) sorted by relevance
111 double nearT = 0.5; in run() local133 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in run()134 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in run()135 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in run()136 FPoint cn4 = (1.0 - nearT) * c2 + nearT * base2; in run()137 FPoint bp1 = (1.0 - nearT) * cn2 + nearT * cn3; in run()177 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in run()178 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in run()179 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in run()180 FPoint cn4 = (1.0 - nearT) * c2 + nearT * base2; in run()[all …]
157 TileData *nearT = tile(r, c); in flip() local158 if(!nearT || nearT == t) in flip()160 if(nearT->hasFlag()) in flip()167 TileData *nearT = tile(r, c); in flip() local168 if (nearT && !nearT->flipped() && !nearT->hasFlag()) { in flip()
60 Float nearT = -std::numeric_limits<Float>::infinity(); in rayIntersect() local77 nearT = std::max(t1, nearT); in rayIntersect()80 if (!(nearT <= farT)) in rayIntersect()85 return ray.mint <= farT && nearT <= ray.maxt; in rayIntersect()
616 nearT = sp; in handleNodeEditPress()640 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in handleNodeEditPress()641 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in handleNodeEditPress()642 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in handleNodeEditPress()643 FPoint cn4 = (1.0 - nearT) * c2 + nearT * base2; in handleNodeEditPress()840 double nearT = 0.0; in handleNodeEditPress() local868 nearT = sp; in handleNodeEditPress()892 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in handleNodeEditPress()893 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in handleNodeEditPress()894 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in handleNodeEditPress()[all …]
1902 double nearT = 0.5; in applyFill() local1915 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in applyFill()1916 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in applyFill()1917 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in applyFill()1918 FPoint cn4 = (1.0 - nearT) * c2 + nearT * base2; in applyFill()1919 FPoint bp1 = (1.0 - nearT) * cn2 + nearT * cn3; in applyFill()
1289 double nearT = 0.5; in finishItem() local1302 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in finishItem()1303 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in finishItem()1304 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in finishItem()1305 FPoint cn4 = (1.0 - nearT) * c2 + nearT * base2; in finishItem()1306 FPoint bp1 = (1.0 - nearT) * cn2 + nearT * cn3; in finishItem()
2086 double nearT = 0.5; in finishItem() local2099 FPoint cn1 = (1.0 - nearT) * base + nearT * c1; in finishItem()2100 FPoint cn2 = (1.0 - nearT) * cn1 + nearT * ((1.0 - nearT) * c1 + nearT * c2); in finishItem()2101 …FPoint cn3 = (1.0 - nearT) * ((1.0 - nearT) * c1 + nearT * c2) + nearT * ((1.0 - nearT) * c2 + nea… in finishItem()2102 FPoint cn4 = (1.0 - nearT) * c2 + nearT * base2; in finishItem()2103 FPoint bp1 = (1.0 - nearT) * cn2 + nearT * cn3; in finishItem()