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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);
  /external/jmonkeyengine/engine/src/core/com/jme3/bounding/
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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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);
  /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/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)
    [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)
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  /external/jmonkeyengine/engine/src/core-effects/com/jme3/water/
SimpleWaterProcessor.java 109 protected Ray ray = new Ray(); field in class:SimpleWaterProcessor
189 //update ray
190 ray.setOrigin(sceneCam.getLocation());
191 ray.setDirection(sceneCam.getDirection());
205 if (!ray.intersectsWherePlane(plane, targetLocation)) {
206 ray.setDirection(ray.getDirection().negateLocal());
207 ray.intersectsWherePlane(plane, targetLocation)
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WaterFilter.java 75 protected Ray ray = new Ray(); field in class:WaterFilter
150 ray.setOrigin(sceneCam.getLocation());
151 ray.setDirection(sceneCam.getDirection());
155 if (!ray.intersectsWherePlane(plane, targetLocation)) {
156 ray.setDirection(ray.getDirection().negateLocal());
157 ray.intersectsWherePlane(plane, targetLocation);
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  /external/jmonkeyengine/engine/src/test/jme3test/collision/
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/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/test/jme3test/post/
TestDepthOfField.java 191 Ray ray = new Ray(origin, direction); local
193 int numCollisions = terrain.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);
  /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);
TerrainTestModifyHeight.java 48 import com.jme3.math.Ray;
266 Ray ray = new Ray(origin, direction); local
268 int numCollisions = terrain.collideWith(ray, results);
  /external/quake/quake/src/QW/dxsdk/sdk/inc/
d3drmdef.h 321 * Reflect a ray about a given normal. Returns its first argument.
324 LPD3DVECTOR ray,
  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DRMDEF.H 321 * Reflect a ray about a given normal. Returns its first argument.
324 LPD3DVECTOR ray,
  /external/openssh/contrib/caldera/
openssh.spec 48 Packager : Raymund Will <ray@caldera.de>
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/
TerrainQuad.java 45 import com.jme3.math.Ray;
343 private int collideWithRay(Ray ray, CollisionResults results) {
347 Vector3f intersection = picker.getTerrainIntersection(ray, results);
    [all...]
TerrainPatch.java 793 if(other instanceof Ray)
794 return collideWithRay((Ray)other, results);
803 private int collideWithRay(Ray ray, CollisionResults results) {
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