Searched refs:norm (Results 1 – 6 of 6) sorted by relevance
141 std::vector<int32_t> norm; in NormalizePercentage() local143 … norm.push_back(static_cast<int32_t>(round((values[i] - minValue) / range * PERCENTAGE_RANGE))); in NormalizePercentage()145 return norm; in NormalizePercentage()175 std::vector<int32_t> norm; in NormalizePercentageRange() local190 … norm.push_back(static_cast<int32_t>(round((values[i] - minValue) / range * PERCENTAGE_RANGE))); in NormalizePercentageRange()192 return norm; in NormalizePercentageRange()
531 auto norm = static_cast<float>( in SetRotateEffect() local533 if (NearZero(norm)) { in SetRotateEffect()534 norm = 1.0f; in SetRotateEffect()537 …:get<InternalRotationXEffect>(effects_).SetActiveValue(-options.angle * options.xDirection / norm); in SetRotateEffect()538 …:get<InternalRotationYEffect>(effects_).SetActiveValue(-options.angle * options.yDirection / norm); in SetRotateEffect()539 …::get<InternalRotationZEffect>(effects_).SetActiveValue(options.angle * options.zDirection / norm); in SetRotateEffect()
1825 float norm = std::sqrt(std::pow(rotate.x, 2) + std::pow(rotate.y, 2) + std::pow(rotate.z, 2)); in OnTransformRotateUpdate() local1826 if (NearZero(norm)) { in OnTransformRotateUpdate()1827 norm = 1.0f; in OnTransformRotateUpdate()1830 …rsNode_->SetRotation(-rotate.w * rotate.x / norm, -rotate.w * rotate.y / norm, rotate.w * rotate.z… in OnTransformRotateUpdate()
116 double norm = std::sqrt(w * w + x * x + y * y + z * z); in QuaternionToMatrix() local117 if (LessOrEqual(norm, 0.0f)) { in QuaternionToMatrix()120 w /= norm; in QuaternionToMatrix()121 x /= norm; in QuaternionToMatrix()122 y /= norm; in QuaternionToMatrix()123 z /= norm; in QuaternionToMatrix()
3884 Returns a **Decimal** object representing the Euclidean norm of elements in an array.3902 | [Decimal](#decimal) | **Decimal** object representing the Euclidean norm of the elements.|
681 …norm of the input tensors in the specified dimension. If **keepDims** is **false**, the dimension …