Searched refs:aPrevA (Results 1 – 2 of 2) sorted by relevance
216 const B2DCubicBezier aPrevA(createSegment(rPNa, true)); in impHandleCommon() local218 if(aNextA.equal(aPrevA)) in impHandleCommon()233 if(aPrevA.equal(aPrevB)) in impHandleCommon()248 else if(aPrevA.equal(aNextB)) in impHandleCommon()296 … const B2DVector aPrevCA(aPrevA.interpolatePoint(0.5) - aPrevA.getStartPoint()); in impHandleCommon()324 … const B2DVector aPrevCA(aPrevA.interpolatePoint(0.5) - aPrevA.getStartPoint()); in impHandleCommon()451 const B2DVector aPrevA(rPrevA - aPoint); in impHandleCommon() local456 const bool bEnter(impLeftOfEdges(aPrevA, aNextA, aPrevB)); in impHandleCommon()457 const bool bLeave(impLeftOfEdges(aPrevA, aNextA, aNextB)); in impHandleCommon()
227 basegfx::B3DPoint aPrevA(aSubA.getB3DPoint(nPointCount - 1L)); in impCreateInBetweenNormals() local251 basegfx::B3DVector aLeft(bFirstAndNotClosed ? aCurrA - aNextA : aPrevA - aCurrA); in impCreateInBetweenNormals()261 basegfx::B3DVector aRight(bLastAndNotClosed ? aCurrA - aPrevA : aNextA - aCurrA); in impCreateInBetweenNormals()283 aPrevA = aCurrA; in impCreateInBetweenNormals()
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