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  /frameworks/compile/libbcc/lib/Renderscript/runtime/
rs_mesh.c 6 * Mesh
10 Mesh_t *mesh = (Mesh_t *)m.p; local
11 if (mesh == NULL) {
14 return mesh->mHal.state.vertexBuffersCount;
19 Mesh_t *mesh = (Mesh_t *)m.p; local
20 if (mesh == NULL) {
23 return mesh->mHal.state.primitivesCount;
28 Mesh_t *mesh = (Mesh_t *)m.p; local
29 if (mesh == NULL || index >= mesh->mHal.state.vertexBuffersCount)
39 Mesh_t *mesh = (Mesh_t *)m.p; local
50 Mesh_t *mesh = (Mesh_t *)m.p; local
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/
WrappedIndexBuffer.java 1 package com.jme3.scene.mesh;
3 import com.jme3.scene.Mesh;
4 import com.jme3.scene.Mesh.Mode;
12 * mesh mode such as {@link Mode#TriangleStrip} or {@link Mode#LineLoop}
16 * convoluting classes used to process mesh data from an external source.
24 public WrappedIndexBuffer(Mesh mesh){
25 super(mesh.getVertexCount(), mesh.getMode());
26 this.ib = mesh.getIndexBuffer()
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IndexBuffer.java 33 package com.jme3.scene.mesh;
IndexIntBuffer.java 33 package com.jme3.scene.mesh;
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/util/
NativeMeshUtil.java 34 import com.jme3.scene.Mesh;
36 import com.jme3.scene.mesh.IndexBuffer;
47 public static long getTriangleIndexVertexArray(Mesh mesh){
48 ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
49 ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
50 int numVertices = mesh.getVertexCount();
52 int numTriangles = mesh.getTriangleCount();
55 IndexBuffer indices = mesh.getIndicesAsList();
56 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
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DebugShapeFactory.java 39 import com.jme3.scene.Mesh;
112 public static Mesh getDebugMesh(CollisionShape shape) {
113 Mesh mesh = new Mesh(); local
114 mesh = new Mesh();
117 mesh.setBuffer(Type.Position, 3, callback.getVertices());
118 mesh.getFloatBuffer(Type.Position).clear();
119 return mesh;
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Geometry.java 56 * should be shaded and the {@link Mesh} data to contain the actual geometry.
63 // models loaded with shared mesh will be automatically fixed.
67 protected Mesh mesh; field in class:Geometry
80 * the start index of this geom's mesh in the batchNode mesh
99 * Create a geometry node without any mesh data.
100 * Both the mesh and the material are null, the geometry
110 * Create a geometry node with mesh data.
115 * @param mesh The mesh data for this geometr
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  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/
ModelConverter.java 35 import com.jme3.scene.Mesh.Mode;
39 import com.jme3.scene.mesh.IndexBuffer;
65 public static void generateStrips(Mesh mesh, boolean stitch, boolean listOnly, int cacheSize, int minStripSize){
72 IndexBuffer ib = mesh.getIndicesAsList();
84 VertexBuffer original = mesh.getBuffer(Type.Index);
89 ib = mesh.getIndexBuffer();
113 mesh.setMode(Mode.TriangleStrip);
115 mesh.setElementLengths(elementLengths);
116 mesh.setModeStart(modeStart)
166 Mesh mesh = geom.getMesh(); local
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FloatToFixed.java 40 import com.jme3.scene.Mesh;
45 import com.jme3.scene.mesh.IndexBuffer;
60 Mesh mesh = geom.getMesh(); local
62 VertexBuffer positions = mesh.getBuffer(Type.Position);
63 VertexBuffer normals = mesh.getBuffer(Type.Normal);
64 VertexBuffer texcoords = mesh.getBuffer(Type.TexCoord);
65 VertexBuffer indices = mesh.getBuffer(Type.Index);
71 mesh.getVertexCount());
81 mesh.clearBuffer(Type.Position)
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/
MeshContext.java 11 * Class that holds information about the mesh.
16 /** The mesh stored here as a list of geometries. */
17 private List<Geometry> mesh; field in class:MeshContext
26 * This method returns the referenced mesh.
28 * @return the referenced mesh
31 return mesh;
35 * This method sets the referenced mesh.
37 * @param mesh
38 * the referenced mesh
40 public void setMesh(List<Geometry> mesh) {
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  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
GImpactCollisionShape.java 39 import com.jme3.scene.Mesh;
41 import com.jme3.scene.mesh.IndexBuffer;
50 * Basic mesh collision shape
65 * creates a collision shape from the given Mesh
66 * @param mesh the Mesh to use
68 public GImpactCollisionShape(Mesh mesh) {
69 createCollisionMesh(mesh);
72 private void createCollisionMesh(Mesh mesh) {
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MeshCollisionShape.java 39 import com.jme3.scene.Mesh;
41 import com.jme3.scene.mesh.IndexBuffer;
51 * Basic mesh collision shape
65 * @param mesh the TriMesh to use
67 public MeshCollisionShape(Mesh mesh) {
68 createCollisionMesh(mesh);
71 private void createCollisionMesh(Mesh mesh) {
72 triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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HullCollisionShape.java 7 import com.jme3.scene.Mesh;
24 public HullCollisionShape(Mesh mesh) {
25 this.points = getPoints(mesh);
48 Mesh mesh = (Mesh) capsule.readSavable("hullMesh", null); local
49 if (mesh != null) {
50 this.points = getPoints(mesh);
86 protected float[] getPoints(Mesh mesh) {
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
HullCollisionShape.java 10 import com.jme3.scene.Mesh;
23 public HullCollisionShape(Mesh mesh) {
24 this.points = getPoints(mesh);
47 Mesh mesh = (Mesh) capsule.readSavable("hullMesh", null); local
48 if (mesh != null) {
49 this.points = getPoints(mesh);
67 protected float[] getPoints(Mesh mesh)
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  /frameworks/base/libs/hwui/
PatchCache.cpp 108 Patch* mesh = NULL; local
110 mesh = mCache.valueAt(index);
113 if (!mesh) {
114 PATCH_LOGD("New patch mesh "
118 mesh = new Patch(width, height, transparentQuads);
119 mesh->updateColorKey(colorKey);
120 mesh->copy(xDivs, yDivs);
121 mesh->updateVertices(bitmapWidth, bitmapHeight, 0.0f, 0.0f, pixelWidth, pixelHeight);
128 mCache.add(description, mesh);
129 } else if (!mesh->matches(xDivs, yDivs, colorKey, transparentQuads))
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  /frameworks/native/services/surfaceflinger/
LayerDim.cpp 62 LayerMesh mesh; local
63 computeGeometry(hw, &mesh);
65 glVertexPointer(2, GL_FLOAT, 0, mesh.getVertices());
66 glDrawArrays(GL_TRIANGLE_FAN, 0, mesh.getVertexCount());
  /cts/tests/tests/rsg/src/android/renderscriptgraphics/cts/
MeshTest.java 22 import android.renderscript.Mesh;
23 import android.renderscript.Mesh.Primitive;
24 import android.renderscript.Mesh.AllocationBuilder;
25 import android.renderscript.Mesh.Builder;
26 import android.renderscript.Mesh.TriangleMeshBuilder;
52 Mesh.AllocationBuilder mab;
54 mab = new Mesh.AllocationBuilder(mRS);
60 mab = new Mesh.AllocationBuilder(mRS);
67 Mesh mesh = mab.create() local
87 Mesh mesh = mb.create(); local
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  /frameworks/base/libs/hwui/font/
CacheTexture.h 132 TextureVertex* mesh() const { function in class:android::uirenderer::CacheTexture
152 TextureVertex* mesh = mMesh + mCurrentQuad * 4; local
153 TextureVertex::set(mesh++, x1, y1, u1, v1);
154 TextureVertex::set(mesh++, x2, y2, u2, v2);
155 TextureVertex::set(mesh++, x3, y3, u3, v3);
156 TextureVertex::set(mesh++, x4, y4, u4, v4);
  /external/jmonkeyengine/engine/src/core/com/jme3/util/
TangentBinormalGenerator.java 42 import com.jme3.scene.mesh.IndexBuffer;
108 public static void generate(Mesh mesh) {
109 generate(mesh, true);
120 Mesh mesh = geom.getMesh(); local
122 // Check to ensure mesh has texcoords and normals before generating
123 if (mesh.getBuffer(Type.TexCoord) != null
124 && mesh.getBuffer(Type.Normal) != null){
130 public static void generate(Mesh mesh, boolean approxTangents)
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  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
SkeletonControl.java 25 * the transformations on the mesh
38 private Mesh[] targets;
40 * Used to track when a mesh was updated. Meshes are only updated
69 SkeletonControl(Mesh[] targets, Skeleton skeleton) {
74 private boolean isMeshAnimated(Mesh mesh) {
75 return mesh.getBuffer(Type.BindPosePosition) != null;
78 private Mesh[] findTargets(Node node) {
79 Mesh sharedMesh = null;
80 ArrayList<Mesh> animatedMeshes = new ArrayList<Mesh>()
104 Mesh mesh = geom.getMesh(); local
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  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Renderable.java 35 import android.renderscript.Mesh;
77 public void setMesh(Mesh mesh) {
78 mData.mesh = mesh;
80 mField.set_mesh(0, mData.mesh, true);
84 public void setMesh(String mesh, String indexName) {
85 mMeshName = mesh;
114 public void resolveMeshData(Mesh mesh) {
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/
UVCoordinatesGenerator.java 40 import com.jme3.scene.Mesh;
82 * This method generates UV coordinates for the given mesh.
84 * Each containing mesh with separate material.
104 Mesh mesh = geometries.get(0).getMesh(); local
110 inputData = BufferUtils.getFloatArray(mesh.getFloatBuffer(VertexBuffer.Type.Position));
113 FloatBuffer uvCoordinatesBuffer = BufferUtils.createFloatBuffer(mesh.getVertexCount() * textureDimension);
115 for (int i = 0; i < mesh.getVertexCount(); ++i) {
126 inputData = BufferUtils.getFloatArray(mesh.getFloatBuffer(VertexBuffer.Type.Normal));
150 inputData = UVProjectionGenerator.flatProjection(mesh, bb)
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  /external/jmonkeyengine/engine/src/core/com/jme3/collision/bih/
BIHTree.java 49 import com.jme3.scene.Mesh;
50 import com.jme3.scene.Mesh.Mode;
52 import com.jme3.scene.mesh.IndexBuffer;
53 import com.jme3.scene.mesh.VirtualIndexBuffer;
54 import com.jme3.scene.mesh.WrappedIndexBuffer;
64 private Mesh mesh; field in class:BIHTree
107 public BIHTree(Mesh mesh, int maxTrisPerNode) {
108 this.mesh = mesh
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/util/
Converter.java 37 import com.jme3.scene.Mesh;
39 import com.jme3.scene.mesh.IndexBuffer;
46 * Objects, also some jme to jbullet mesh conversion.
226 public static IndexedMesh convert(Mesh mesh) {
228 jBulletIndexedMesh.triangleIndexBase = ByteBuffer.allocate(mesh.getTriangleCount() * 3 * 4);
229 jBulletIndexedMesh.vertexBase = ByteBuffer.allocate(mesh.getVertexCount() * 3 * 4);
231 IndexBuffer indices = mesh.getIndicesAsList();
233 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
236 int verticesLength = mesh.getVertexCount() * 3
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  /external/webkit/Tools/DumpRenderTree/TestNetscapePlugIn/Tests/win/
DrawsGradient.cpp 110 GRADIENT_TRIANGLE mesh[] = { local
117 ::GradientFill(dc, vertices, _countof(vertices), mesh, _countof(mesh), GRADIENT_FILL_TRIANGLE);

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