/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);
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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) {
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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
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/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 [all...] |
fixChangeLogPatchThenSetChangeLogDateAndReviewer.pl | 54 Reviewed by Ray. 72 Reviewed by Ray.
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/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);
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/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);
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/external/jmonkeyengine/engine/src/test/jme3test/collision/ |
RayTrace.java | 36 import com.jme3.math.Ray; 87 Ray r = new Ray(pos, dir);
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TestMousePick.java | 42 import com.jme3.math.Ray; 82 Ray ray = new Ray(origin, direction); local 84 shootables.collideWith(ray, results);
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/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 [all...] |
/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){
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Octnode.java | 40 import com.jme3.math.Ray; 292 public final void intersectWhere(Ray r, Geometry[] geoms, float sceneMin, float sceneMax,
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/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);
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/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);
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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);
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/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);
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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 [all...] |
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 [all...] |
/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) [all...] |
/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);
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/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestDepthOfField.java | 191 Ray ray = new Ray(origin, direction); local 193 int numCollisions = terrain.collideWith(ray, results);
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/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) [all...] |
/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) [all...] |
/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) [all...] |
/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) [all...] |