DotProduct 51 ash/wm/maximize_mode/maximize_mode_controller.cc return acos(gfx::DotProduct(base, other) / DotProduct 66 ash/wm/maximize_mode/maximize_mode_controller.cc if (gfx::DotProduct(cross, normal) > 0.0f) DotProduct 264 cc/animation/transform_operation.cc if (gfx::DotProduct(axis, other_axis) < 0.f) DotProduct 307 cc/animation/transform_operation.cc origin + gfx::ScaleVector3d(normal, gfx::DotProduct(to_point, normal)); DotProduct 325 cc/animation/transform_operation.cc px - gfx::ScaleVector3d(normal, gfx::DotProduct(to_px, normal)); DotProduct 331 cc/animation/transform_operation.cc pz - ScaleVector3d(normal, gfx::DotProduct(to_pz, normal)); DotProduct 334 cc/animation/transform_operation.cc double phi_x = atan2(gfx::DotProduct(v2, vx), gfx::DotProduct(v1, vx)); DotProduct 335 cc/animation/transform_operation.cc double phi_z = atan2(gfx::DotProduct(v2, vz), gfx::DotProduct(v1, vz)); DotProduct 517 cc/base/math_util.cc double dot_product = gfx::DotProduct(v1, v2) / v1.Length() / v2.Length(); DotProduct 526 cc/base/math_util.cc gfx::DotProduct(source, destination) / destination.LengthSquared(); DotProduct 250 cc/trees/layer_sorter.cc float d = gfx::DotProduct(layer_normal, z_axis); DotProduct 251 cc/trees/layer_sorter.cc float n = -gfx::DotProduct(layer_normal, w); DotProduct 440 media/filters/audio_renderer_algorithm_unittest.cc TEST_F(AudioRendererAlgorithmTest, DotProduct) { DotProduct 221 ui/gfx/geometry/matrix3_f.cc if (DotProduct(e1, e2) < 0) DotProduct 224 ui/gfx/geometry/matrix3_f.cc if (DotProduct(e1, e3) < 0) DotProduct 72 ui/gfx/geometry/quad_f.cc double dot00 = DotProduct(v0, v0); DotProduct 73 ui/gfx/geometry/quad_f.cc double dot01 = DotProduct(v0, v1); DotProduct 74 ui/gfx/geometry/quad_f.cc double dot11 = DotProduct(v1, v1); DotProduct 75 ui/gfx/geometry/quad_f.cc double dot20 = DotProduct(v2, v0); DotProduct 76 ui/gfx/geometry/quad_f.cc double dot21 = DotProduct(v2, v1); DotProduct 97 ui/gfx/geometry/vector2d_f.h GFX_EXPORT double DotProduct(const Vector2dF& lhs, const Vector2dF& rhs); DotProduct 108 ui/gfx/geometry/vector3d_f.h GFX_EXPORT float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs); DotProduct 179 ui/gfx/geometry/vector3d_unittest.cc TEST(Vector3dTest, DotProduct) { DotProduct 199 ui/gfx/geometry/vector3d_unittest.cc float actual = gfx::DotProduct(tests[i].input1, tests[i].input2);