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  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/picking/
TerrainPicker.java 36 import com.jme3.math.Ray;
40 * Pick the location on the terrain from a given ray.
47 * Ask for the point of intersection between the given ray and the terrain.
50 * our pick ray, in world space.
54 public Vector3f getTerrainIntersection(final Ray worldPick, CollisionResults results);
BresenhamTerrainPicker.java 37 import com.jme3.math.Ray;
49 * It basically works by casting a pick ray
65 private final Ray workRay = new Ray();
66 private final Ray worldPickRay = new Ray();
76 public Vector3f getTerrainIntersection(Ray worldPick, CollisionResults results) {
166 protected boolean checkTriangles(float gridX, float gridY, Ray pick, Vector3f intersection, TerrainPatch patch, Triangle store) {
BresenhamYUpGridTracer.java 35 import com.jme3.math.Ray;
51 protected Ray walkRay = new Ray();
67 // from current position along ray
71 public void startWalk(final Ray walkRay) {
72 // store ray
  /external/webkit/Tools/Scripts/webkitperl/VCSUtils_unittest/
fixChangeLogPatch.pl 44 # Reviewed by Ray.
53 # Reviewed by Ray.
70 + Reviewed by Ray.
82 + Reviewed by Ray.
96 - Reviewed by Ray.
104 Reviewed by Ray.
113 - Reviewed by Ray.
121 Reviewed by Ray.
140 Reviewed by Ray.
156 Reviewed by Ray
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fixChangeLogPatchThenSetChangeLogDateAndReviewer.pl 54 Reviewed by Ray.
72 Reviewed by Ray.
  /external/jmonkeyengine/engine/src/test/jme3test/bounding/
TestRayCollision.java 37 import com.jme3.math.Ray;
46 Ray r = new Ray(Vector3f.ZERO, Vector3f.UNIT_X);
53 System.out.println("Ray: "+r);
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/lodcalc/util/
EntropyComputeUtil.java 6 import com.jme3.math.Ray;
35 Ray ray = new Ray(pos, dir); local
56 ray.setOrigin(pos);
59 terrainBlock.collideWith(ray, Matrix4f.IDENTITY, bbox, results);
  /external/jmonkeyengine/engine/src/test/jme3test/collision/
RayTrace.java 36 import com.jme3.math.Ray;
87 Ray r = new Ray(pos, dir);
TestMousePick.java 42 import com.jme3.math.Ray;
82 Ray ray = new Ray(origin, direction); local
84 shootables.collideWith(ray, results);
  /external/jmonkeyengine/engine/src/core/com/jme3/math/
Ray.java 44 * <code>Ray</code> defines a line segment which has an origin and a direction.
45 * That is, a point and an infinite ray is cast from this point. The ray is
51 public final class Ray implements Savable, Cloneable, Collidable, java.io.Serializable {
56 * The ray's begining point.
61 * The direction of the ray.
69 * Constructor instantiates a new <code>Ray</code> object. As default, the
73 public Ray() {
77 * Constructor instantiates a new <code>Ray</code> object. The origin and
79 * @param origin the origin of the ray
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  /external/jmonkeyengine/engine/src/tools/jme3tools/optimize/
Octree.java 40 import com.jme3.math.Ray;
150 public void intersect(Ray r, float farPlane, Geometry[] geoms, CollisionResults results){
Octnode.java 40 import com.jme3.math.Ray;
292 public final void intersectWhere(Ray r, Geometry[] geoms, float sceneMin, float sceneMax,
  /external/jmonkeyengine/engine/src/test/jme3test/helloworld/
HelloPicking.java 47 import com.jme3.math.Ray;
97 // 2. Aim the ray from cam loc to cam direction.
98 Ray ray = new Ray(cam.getLocation(), cam.getDirection());
99 // 3. Collect intersections between Ray and Shootables in results list.
100 shootables.collideWith(ray, results);
  /external/jmonkeyengine/engine/src/core/com/jme3/collision/bih/
BIHTree.java 46 import com.jme3.math.Ray;
396 private int collideWithRay(Ray r,
454 if (other instanceof Ray) {
455 Ray ray = (Ray) other; local
456 return collideWithRay(ray, worldMatrix, worldBound, results);
BIHNode.java 40 import com.jme3.math.Ray;
53 * Instant Ray Tracing: The Bounding Interval Hierarchy
236 public final int intersectBrute(Ray r,
296 public final int intersectWhere(Ray r,
408 float t_world = new Ray(o, d).intersects(v1, v2, v3);
  /external/jmonkeyengine/engine/src/core/com/jme3/bounding/
BoundingVolume.java 250 * determines if a ray intersects this bounding volume.
252 * @param ray
253 * the ray to test.
254 * @return true if this volume is intersected by a given ray.
256 public abstract boolean intersects(Ray ray);
BoundingSphere.java 717 * @see com.jme.bounding.BoundingVolume#intersects(com.jme.math.Ray)
719 public boolean intersects(Ray ray) {
724 Vector3f diff = vars.vect1.set(ray.getOrigin()).subtractLocal(center);
733 float b = ray.getDirection().dot(diff);
744 * @see com.jme.bounding.BoundingVolume#intersectsWhere(com.jme.math.Ray)
746 private int collideWithRay(Ray ray, CollisionResults results) {
749 Vector3f diff = vars.vect1.set(ray.getOrigin()).subtractLocal(
755 a1 = ray.direction.dot(diff);
797 Ray ray = (Ray) other; local
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BoundingBox.java 637 * determines if this bounding box intersects with a given ray object. If an
640 * @see BoundingVolume#intersects(com.jme3.math.Ray)
642 public boolean intersects(Ray ray) {
649 Vector3f diff = ray.origin.subtract(getCenter(vars.vect2), vars.vect1);
657 fWdU[0] = ray.getDirection().dot(Vector3f.UNIT_X);
666 fWdU[1] = ray.getDirection().dot(Vector3f.UNIT_Y);
675 fWdU[2] = ray.getDirection().dot(Vector3f.UNIT_Z);
684 Vector3f wCrossD = ray.getDirection().cross(diff, vars.vect2);
712 * @see com.jme.bounding.BoundingVolume#intersectsWhere(com.jme.math.Ray)
756 Ray ray = (Ray) other; local
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  /frameworks/ex/carousel/java/com/android/ex/carousel/
carousel.rs 46 } Ray;
166 const bool debugCamera = false; // dumps ray/camera coordinate stuff
282 static int intersectGeometry(Ray* ray, float *bestTime);
285 makeRayForPixelAt(Ray* ray, PerspectiveCamera* cam, float x, float y);
287 makeRayForPixelAt(Ray* ray, rs_matrix4x4* model, rs_matrix4x4* proj, float x, float y);
289 static bool rayPlaneIntersect(Ray* ray, Plane* plane, float* tout)
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  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainTestCollision.java 52 import com.jme3.math.Ray;
258 Ray ray = new Ray(origin, direction);
260 int numCollisions = terrain.collideWith(ray, results);
  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestDepthOfField.java 191 Ray ray = new Ray(origin, direction); local
193 int numCollisions = terrain.collideWith(ray, results);
  /external/v8/benchmarks/
raytrace.js 1 // The ray tracer code in this file is written by Adam Burmister. It
9 // JavaScript framework which is used by the ray tracer.
17 // the scene was ray traced correctly.
53 // The rest of this file is the actual ray tracer written by Adam
59 // flog/ray.js
280 Flog.RayTracer.Ray = Class.create();
282 Flog.RayTracer.Ray.prototype = {
291 return 'Ray [' + this.position + ',' + this.direction + ']';
426 intersect: function(ray){
430 var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position)
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  /external/webkit/PerformanceTests/SunSpider/tests/v8-v4/
v8-raytrace.js 1 // The ray tracer code in this file is written by Adam Burmister. It
9 // JavaScript framework which is used by the ray tracer.
12 // the scene was ray traced correctly.
48 // The rest of this file is the actual ray tracer written by Adam
54 // flog/ray.js
281 Flog.RayTracer.Ray = Class.create();
283 Flog.RayTracer.Ray.prototype = {
292 return 'Ray [' + this.position + ',' + this.direction + ']';
452 intersect: function(ray){
456 var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position)
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  /external/webkit/PerformanceTests/SunSpider/tests/v8-v5/
v8-raytrace.js 1 // The ray tracer code in this file is written by Adam Burmister. It
9 // JavaScript framework which is used by the ray tracer.
12 // the scene was ray traced correctly.
48 // The rest of this file is the actual ray tracer written by Adam
54 // flog/ray.js
281 Flog.RayTracer.Ray = Class.create();
283 Flog.RayTracer.Ray.prototype = {
292 return 'Ray [' + this.position + ',' + this.direction + ']';
452 intersect: function(ray){
456 var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position)
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  /external/webkit/PerformanceTests/SunSpider/tests/v8-v6/
v8-raytrace.js 1 // The ray tracer code in this file is written by Adam Burmister. It
9 // JavaScript framework which is used by the ray tracer.
12 // the scene was ray traced correctly.
48 // The rest of this file is the actual ray tracer written by Adam
54 // flog/ray.js
275 Flog.RayTracer.Ray = Class.create();
277 Flog.RayTracer.Ray.prototype = {
286 return 'Ray [' + this.position + ',' + this.direction + ']';
421 intersect: function(ray){
425 var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position)
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