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  /external/eigen/demos/opengl/
gpuhelper.cpp 100 static float vertices[][3] = { local
111 glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]);
112 glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]);
113 glNormal3f(0,-1,0); glVertex3fv(vertices[0]); glVertex3fv(vertices[1]); glVertex3fv(vertices[5]); glVertex3fv(vertices[4])
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icosphere.h 20 const std::vector<Eigen::Vector3f>& vertices() const { return mVertices; } function in class:IcoSphere
  /external/ceres-solver/internal/ceres/
graph_test.cc 42 EXPECT_EQ(graph.vertices().size(), 0);
51 const HashSet<int>& vertices = graph.vertices(); local
52 EXPECT_EQ(vertices.size(), 2);
67 const HashSet<int>& vertices = graph.vertices(); local
69 EXPECT_EQ(vertices.size(), 2);
73 EXPECT_EQ(vertices.size(), 2);
parameter_block_ordering_test.cc 88 const VertexSet& vertices = graph->vertices(); local
89 EXPECT_EQ(vertices.size(), 4);
92 EXPECT_TRUE(vertices.find(parameter_blocks[i]) != vertices.end());
132 EXPECT_EQ(graph->vertices().size(), 0);
142 const VertexSet& vertices = graph->vertices(); local
144 EXPECT_EQ(vertices.size(), 3);
145 EXPECT_TRUE(vertices.find(parameter_blocks[0]) == vertices.end())
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graph_algorithms_test.cc 113 const HashSet<int>& vertices = forest->vertices(); local
114 EXPECT_EQ(vertices.size(), 2);
135 const HashSet<int>& vertices = forest->vertices(); local
136 EXPECT_EQ(vertices.size(), 5);
graph_algorithms.h 44 // Compare two vertices of a graph by their degrees.
62 // Order the vertices of a graph using its (approximately) largest
64 // vertices that have no edges connecting them. The maximum
67 // breadth first search that explores the vertices in order of
73 // search where the vertices are explored in increasing order of their
81 const HashSet<Vertex>& vertices = graph.vertices(); local
82 const int num_vertices = vertices.size();
93 // Mark all vertices white.
96 for (typename HashSet<Vertex>::const_iterator it = vertices.begin()
195 const HashSet<Vertex>& vertices = graph.vertices(); local
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  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshFaceShape.java 34 this.vertices = new ArrayList<List<Vector3f>>(meshes.size());
39 List<Vector3f> vertices = new ArrayList<Vector3f>(mesh.getTriangleCount() * 3); local
43 vertices.add(vertexTable[indices[0]]);
44 vertices.add(vertexTable[indices[1]]);
45 vertices.add(vertexTable[indices[2]]);
48 this.vertices.add(vertices);
60 int meshIndex = FastMath.nextRandomInt(0, vertices.size() - 1);
62 int vertIndex = FastMath.nextRandomInt(0, vertices.get(meshIndex).size() / 3 - 1) * 3;
66 store.addLocal(vertices.get(meshIndex).get(vertIndex))
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EmitterMeshVertexShape.java 20 * This emiter shape emits the particles from the given shape's vertices
25 protected List<List<Vector3f>> vertices; field in class:EmitterMeshVertexShape
51 this.vertices = new ArrayList<List<Vector3f>>(meshes.size());
70 // adding data to vertices and normals
71 List<Vector3f> vertices = new ArrayList<Vector3f>(vertToNormalMap.size()); local
74 vertices.add(entry.getKey());
77 this.vertices.add(vertices);
89 int meshIndex = FastMath.nextRandomInt(0, vertices.size() - 1);
90 int vertIndex = FastMath.nextRandomInt(0, vertices.get(meshIndex).size() - 1)
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  /external/jmonkeyengine/engine/src/test/jme3test/texture/
TestTextureArray.java 43 Vector3f[] vertices = new Vector3f[8]; local
44 vertices[0] = new Vector3f(0, 0, 0);
45 vertices[1] = new Vector3f(3, 0, 0);
46 vertices[2] = new Vector3f(0, 3, 0);
47 vertices[3] = new Vector3f(3, 3, 0);
49 vertices[4] = new Vector3f(3, 0, 0);
50 vertices[5] = new Vector3f(6, 0, 0);
51 vertices[6] = new Vector3f(3, 3, 0);
52 vertices[7] = new Vector3f(6, 3, 0);
67 m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
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  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/util/
NativeMeshUtil.java 56 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
57 vertices.rewind();
61 float tempFloat = vertices.get();
69 vertices.rewind();
70 vertices.clear();
  /external/jmonkeyengine/engine/src/bullet-native/
com_jme3_bullet_util_NativeMeshUtil.cpp 52 float* vertices = (float*) env->GetDirectBufferAddress(vertexIndexBase); local
53 btTriangleIndexVertexArray* array = new btTriangleIndexVertexArray(numTriangles, triangles, triangleIndexStride, numVertices, vertices, vertexStride);
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Surface.java 88 Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)]; local
97 vertices[arrayIndex++] = interpolationResult;
120 Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
122 Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
123 this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
125 //preparing normal list (the order of normals must match the order of vertices)
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/util/
DebugShapeFactory.java 137 * Constructs the buffer for the vertices of the concave shape.
139 * @param concaveShape the shape to get the vertices for / from.
155 * @param convexShape the shape to retreieve the vertices from.
156 * @return the vertices as a FloatBuffer, ordered as Triangles.
176 // The number of bytes needed is: (floats in a vertex) * (vertices in a triangle) * (# of triangles) * (size of float in bytes)
178 FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats); local
181 vertices.limit(numberOfFloats);
196 vertices.put(vertexA.x).put(vertexA.y).put(vertexA.z);
197 vertices.put(vertexB.x).put(vertexB.y).put(vertexB.z);
198 vertices.put(vertexC.x).put(vertexC.y).put(vertexC.z)
215 private ArrayList<Vector3f> vertices; field in class:BufferedTriangleCallback
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  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCustomMesh.java 46 * How to create custom meshes by specifying vertices
64 Vector3f [] vertices = new Vector3f[4]; local
65 vertices[0] = new Vector3f(0,0,0);
66 vertices[1] = new Vector3f(3,0,0);
67 vertices[2] = new Vector3f(0,3,0);
68 vertices[3] = new Vector3f(3,3,0);
81 m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
107 //We have 4 vertices and 4 color values for each of them.
108 //If you have more vertices, you need 'new float[yourVertexCount * 4]' here!
  /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
HullCollisionShape.java 87 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
88 vertices.rewind();
92 pointsArray[i] = vertices.get();
93 pointsArray[i + 1] = vertices.get();
94 pointsArray[i + 2] = vertices.get();
GImpactCollisionShape.java 83 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
84 vertices.rewind();
88 float tempFloat = vertices.get();
96 vertices.rewind();
97 vertices.clear();
MeshCollisionShape.java 80 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
81 vertices.rewind();
85 float tempFloat = vertices.get();
93 vertices.rewind();
94 vertices.clear();
  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
HullCollisionShape.java 68 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
69 vertices.rewind();
73 pointsArray[i] = vertices.get();
74 pointsArray[i + 1] = vertices.get();
75 pointsArray[i + 2] = vertices.get();
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
Cube.java 33 int vertices[] = { local
72 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
75 mVertexBuffer.put(vertices);
  /external/skia/src/gpu/
GrPathUtils.h 70 * path renderer will have a small fixed number of vertices that it
73 * N is the number of vertices.
76 * vertices is a pointer to the first vertex.
79 void apply(const void* vertices) {
80 intptr_t xyPtr = reinterpret_cast<intptr_t>(vertices);
81 intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + UV_OFFSET;
  /external/webkit/Source/WebCore/platform/graphics/chromium/
GeometryBinding.cpp 45 float vertices[] = { -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, local
55 GLC(m_context, m_context->bufferData(GraphicsContext3D::ARRAY_BUFFER, sizeof(vertices), vertices, GraphicsContext3D::STATIC_DRAW));
  /external/webkit/Tools/DumpRenderTree/TestNetscapePlugIn/Tests/win/
DrawsGradient.cpp 99 TRIVERTEX vertices[] = {
117 ::GradientFill(dc, vertices, _countof(vertices), mesh, _countof(mesh), GRADIENT_FILL_TRIANGLE);
  /external/webkit/Source/WebCore/platform/graphics/gpu/
LoopBlinnPathCache.h 53 // vertices in the mesh.
54 const float* vertices() const function in class:WebCore::LoopBlinnPathCache
64 // there are no vertices in the mesh.
81 // Base pointer to the interior vertices; two coordinates per
83 // are no interior vertices in the mesh.
97 // The number of interior edge vertices
99 // Base pointer to the interior vertices; two coordinates per
101 // no interior edge vertices in the mesh.
107 // The two-dimensional vertices of the triangle mesh.
  /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/
RagdollUtils.java 60 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
64 vertices.rewind();
90 points.add(vertices.get(i));
91 points.add(vertices.get(i + 1));
92 points.add(vertices.get(i + 2));
98 * Create a hull collision shape from linked vertices to this bone.
99 * Vertices have to be previoulsly gathered in a map using buildPointMap method
150 * Create a hull collision shape from linked vertices to this bone.
195 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); local
199 vertices.rewind()
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  /frameworks/base/libs/hwui/
PathTessellator.cpp 79 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
182 * Fills a vertexBuffer with non-alpha vertices, zig-zagging at each perimeter point to create a
185 * Uses an additional 2 vertices at the end to wrap around, closing the tri-strip
186 * (for a total of perimeter.size() * 2 + 2 vertices)
228 * Fills a vertexBuffer with non-alpha vertices similar to getStrokeVerticesFromPerimeter, except:
230 * 1 - Doesn't need to wrap around, since the input vertices are unclosed
232 * 2 - can zig-zag across 'extra' vertices at either end, to create round caps
235 const Vector<Vertex>& vertices, VertexBuffer& vertexBuffer) {
237 const int allocSize = (vertices.size() + extra) * 2;
243 const int last = vertices.size() - 1
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