Searched refs:Cos (Results 1 – 9 of 9) sorted by relevance
39 float x0 = Cos((sweepAngle / FLOATNUM) * RADIAN_TO_ANGLE); in ArcToBezier()56 float cosVal = Cos((startAngle + sweepAngle / FLOATNUM) * RADIAN_TO_ANGLE); in ArcToBezier()80 arrayVertices_[0] = centerX + rx * Cos(startAngle * RADIAN_TO_ANGLE); in Init()82 arrayVertices_[2] = centerX + rx * Cos((startAngle + sweepAngle) * RADIAN_TO_ANGLE); in Init()137 float cosA = Cos(angle * RADIAN_TO_ANGLE); in Init()
44 *x = centerX_ + Cos(endAngle_ * RADIAN_TO_ANGLE) * radiusX_; in GenerateVertex()50 *x = centerX_ + Cos(currentAngle_ * RADIAN_TO_ANGLE) * radiusX_; in GenerateVertex()
129 … AddVertex(vertexConsumer, vd0.vertexXCoord + Cos(angleStart * RADIAN_TO_ANGLE) * strokeWidth_, in CalcCap()137 … AddVertex(vertexConsumer, vd0.vertexXCoord + Cos(angleStart * RADIAN_TO_ANGLE) * strokeWidth_, in CalcCap()357 AddVertex(vertexConsumer, x + Cos(angleStart * RADIAN_TO_ANGLE) * strokeWidth_, in CalcArc()369 AddVertex(vertexConsumer, x + Cos(angleStart * RADIAN_TO_ANGLE) * strokeWidth_, in CalcArc()
65 float Cos(float angle) in Cos() function
87 float Cos(float angle);
326 /** Cos operator. */
563 struct Cos
326 Cos cos{}; in ConvertCos()
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