HomeSort by relevance Sort by last modified time
    Searched refs:normals (Results 1 - 11 of 11) sorted by null

  /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));
  /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));
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));
  /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);
  /external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /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
  /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
  /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

Completed in 144 milliseconds