/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]) [all...] |
icosphere.h | 20 const std::vector<Eigen::Vector3f>& vertices() const { return mVertices; } function in class:IcoSphere
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/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);
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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()) [all...] |
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);
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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 [all...] |
/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)) [all...] |
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) [all...] |
/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)); [all...] |
/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();
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/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);
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/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 [all...] |
/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!
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/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();
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GImpactCollisionShape.java | 83 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
local 84 vertices.rewind();
88 float tempFloat = vertices.get();
96 vertices.rewind();
97 vertices.clear();
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MeshCollisionShape.java | 80 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
local 81 vertices.rewind();
85 float tempFloat = vertices.get();
93 vertices.rewind();
94 vertices.clear();
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/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();
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/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);
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/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;
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/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));
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/external/webkit/Tools/DumpRenderTree/TestNetscapePlugIn/Tests/win/ |
DrawsGradient.cpp | 99 TRIVERTEX vertices[] = { 117 ::GradientFill(dc, vertices, _countof(vertices), mesh, _countof(mesh), GRADIENT_FILL_TRIANGLE);
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/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.
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/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() [all...] |
/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 [all...] |