/external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/ |
EmitterMeshVertexShape.java | 26 protected List<List<Vector3f>> normals; field in class:EmitterMeshVertexShape 52 this.normals = new ArrayList<List<Vector3f>>(meshes.size()); 58 // unifying normals 70 // adding data to vertices and normals 72 List<Vector3f> normals = new ArrayList<Vector3f>(vertToNormalMap.size()); local 75 normals.add(entry.getValue().normalizeLocal()); 78 this.normals.add(normals); 107 normal.set(normals.get(meshIndex).get(vertIndex)); 124 if (this.normals != null) [all...] |
EmitterMeshFaceShape.java | 35 this.normals = new ArrayList<List<Vector3f>>(meshes.size()); 40 List<Vector3f> normals = new ArrayList<Vector3f>(mesh.getTriangleCount()); local 46 normals.add(FastMath.computeNormal(vertexTable[indices[0]], vertexTable[indices[1]], vertexTable[indices[2]])); 49 this.normals.add(normals); 95 normal.set(normals.get(meshIndex).get(faceIndex));
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/ |
StripBox.java | 150 float[] normals = new float[8 * 3]; local 158 normals[i * 3 + 0] = norm.x; 159 normals[i * 3 + 1] = norm.x; 160 normals[i * 3 + 2] = norm.x; 163 setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(normals));
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Surface.java | 119 //normalMap merges normals of faces that will be rendered smooth
125 //preparing normal list (the order of normals must match the order of vertices)
126 float[] normals = new float[vertices.length * 3];
local 130 normals[arrayIndex++] = n.x;
131 normals[arrayIndex++] = n.y;
132 normals[arrayIndex++] = n.z;
137 this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
229 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
233 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector [all...] |
/external/replicaisland/src/com/replica/replicaisland/ |
SolidSurfaceComponent.java | 87 final FixedSizeArray<Vector2> normals = mNormals; local 118 normal.set(normals.get(x));
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/external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/ |
FloatToFixed.java | 63 VertexBuffer normals = mesh.getBuffer(Type.Normal); local 85 // normals, automatically convert to signed byte 86 fb = (FloatBuffer) normals.getData(); 91 normals = new VertexBuffer(Type.Normal); 92 normals.setupData(Usage.Static, 3, Format.Byte, bb); 93 normals.setNormalized(true); 95 mesh.setBuffer(normals);
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/external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9/ |
3d-cube.js | 187 // calc current normals 303 // calculate squad normals
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/external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/ |
3d-cube.js | 187 // calc current normals 303 // calculate squad normals
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/ |
MeshHelper.java | 150 // normalMap merges normals of faces that will be rendered smooth
255 Vector3f[] normals = normalList.toArray(new Vector3f[normalList.size()]);
local 288 normalsBuffer.setupData(Usage.Stream, 3, Format.Float, BufferUtils.createFloatBuffer(normals));
290 // initial normals position (used with animation)
336 // setting faces' normals
429 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
434 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
436 * the variable that indicates wheather to merge normals (creating the smooth mesh) or not
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/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
d3drmobj.h | 395 STDMETHOD(GetVertices)(THIS_ DWORD *vertex_count, D3DVECTOR *coords, D3DVECTOR *normals);
433 ( THIS_ DWORD vcount, D3DVECTOR *vertices, DWORD ncount, D3DVECTOR *normals,
452 ( THIS_ DWORD *vcount, D3DVECTOR *vertices, DWORD *ncount, D3DVECTOR *normals, DWORD *face_data_size, DWORD *face_data
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/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
D3DRMOBJ.H | 395 STDMETHOD(GetVertices)(THIS_ DWORD *vertex_count, D3DVECTOR *coords, D3DVECTOR *normals);
433 ( THIS_ DWORD vcount, D3DVECTOR *vertices, DWORD ncount, D3DVECTOR *normals,
452 ( THIS_ DWORD *vcount, D3DVECTOR *vertices, DWORD *ncount, D3DVECTOR *normals, DWORD *face_data_size, DWORD *face_data
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