| /frameworks/native/services/surfaceflinger/ |
| LayerDim.cpp | 46 Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2); 47 computeGeometry(hw, mesh); 50 engine.drawMesh(mesh);
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| /frameworks/rs/ |
| rsMesh.h | 36 class Mesh : public ObjectBase { 58 Mesh(Context *); 59 Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount); 60 ~Mesh(); 64 static Mesh *createFromStream(Context *rsc, IStream *stream);
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| /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/ |
| EmitterMeshVertexShape.java | 9 import com.jme3.scene.Mesh; 39 public EmitterMeshVertexShape(List<Mesh> meshes) { 48 public void setMeshes(List<Mesh> meshes) { 53 for (Mesh mesh : meshes) { 55 float[] vertexTable = BufferUtils.getFloatArray(mesh.getFloatBuffer(Type.Position)); 56 float[] normalTable = BufferUtils.getFloatArray(mesh.getFloatBuffer(Type.Normal)); 83 * This method fills the point with coordinates of randomly selected mesh vertex. 85 * the variable to store with coordinates of randomly selected mesh vertex 95 * This method fills the point with coordinates of randomly selected mesh vertex [all...] |
| EmitterMeshFaceShape.java | 5 import com.jme3.scene.Mesh; 28 public EmitterMeshFaceShape(List<Mesh> meshes) { 33 public void setMeshes(List<Mesh> meshes) { 36 for (Mesh mesh : meshes) { 37 Vector3f[] vertexTable = BufferUtils.getVector3Array(mesh.getFloatBuffer(Type.Position)); 39 List<Vector3f> vertices = new ArrayList<Vector3f>(mesh.getTriangleCount() * 3); 40 List<Vector3f> normals = new ArrayList<Vector3f>(mesh.getTriangleCount()); 41 for (int i = 0; i < mesh.getTriangleCount(); ++i) { 42 mesh.getTriangle(i, indices) [all...] |
| /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/ |
| MeshCollisionShape.java | 43 import com.jme3.scene.Mesh; 48 * Basic mesh collision shape 62 * @param mesh the TriMesh to use 64 public MeshCollisionShape(Mesh mesh) { 65 createCollisionMesh(mesh, new Vector3f(1, 1, 1)); 68 private void createCollisionMesh(Mesh mesh, Vector3f worldScale) { 70 bulletMesh = Converter.convert(mesh); 81 * creates a jme mesh from the collision shape, only needed for debuggin [all...] |
| /external/jmonkeyengine/engine/src/test/jme3test/light/ |
| TestTangentGen.java | 42 import com.jme3.scene.Mesh; 43 import com.jme3.scene.Mesh.Mode; 77 Mesh strip = createTriangleStripMesh(); 86 private void addMesh(String name, Mesh mesh, Vector3f translation) { 87 TangentBinormalGenerator.generate(mesh); 89 Geometry testGeom = new Geometry(name, mesh); 97 TangentBinormalGenerator.genTbnLines(mesh, 0.08f) 110 private Mesh createTriangleStripMesh() { 111 Mesh strip = new Mesh() [all...] |
| /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/ |
| MeshTest.java | 29 import android.renderscript.Mesh.Primitive; 45 private Mesh m10by10Mesh; 46 private Mesh m100by100Mesh; 47 private Mesh mWbyHMesh; 56 "Full screen mesh 10 by 10", 57 "Full screen mesh 100 by 100", 58 "Full screen mesh W / 4 by H / 4" 105 private Mesh getMbyNMesh(float width, float height, int wResolution, int hResolution) { 107 Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS [all...] |
| /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ |
| ParticlesModifier.java | 8 import com.jme3.scene.Mesh;
77 List<Mesh> meshes = new ArrayList<Mesh>();
80 Mesh mesh = ((Geometry) spatial).getMesh();
local 81 if (mesh != null) {
82 meshes.add(mesh);
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| /frameworks/base/docs/html/sdk/api_diff/16/changes/ |
| android.renderscript.Mesh.TriangleMeshBuilder.html | 10 android.renderscript.Mesh.TriangleMeshBuilder 74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.TriangleMeshBuilder.html" target="_top"><font size="+2"><code>Mesh.TriangleMeshBuilder</code></font></A> 86 <A NAME="android.renderscript.Mesh.TriangleMeshBuilder.ctor_changed(android.renderscript.RenderScript, int, int)"></A> 87 <nobr><A HREF="../../../../reference/android/renderscript/Mesh.TriangleMeshBuilder.html#Mesh.TriangleMeshBuilder(android.renderscript.RenderScript, int, int)" target="_top"><code>Mesh.TriangleMeshBuilder</code></A>(<code>RenderScript,</nobr> int<nobr>,</nobr> int<nobr><nobr></code>) </nobr> 105 <A NAME="android.renderscript.Mesh.TriangleMeshBuilder.addTriangle_changed(int, int, int)"></A> 106 <nobr><code>TriangleMeshBuilder</code> <A HREF="../../../../reference/android/renderscript/Mesh.TriangleMeshBuilder.html#addTriangle(int, int, int)" target="_top"><code>addTriangle</code></A>(<code>int,</nobr> int<nobr>,</nobr> int<nobr><nobr></code>) </nobr> 115 <A NAME="android.renderscript.Mesh.TriangleMeshBuilder.create_changed(boolean)"></A [all...] |
| android.renderscript.Mesh.html | 10 android.renderscript.Mesh 74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.html" target="_top"><font size="+2"><code>Mesh</code></font></A> 87 <A NAME="android.renderscript.Mesh.getIndexSetAllocation_changed(int)"></A> 88 <nobr><code>Allocation</code> <A HREF="../../../../reference/android/renderscript/Mesh.html#getIndexSetAllocation(int)" target="_top"><code>getIndexSetAllocation</code></A>(<code>int</code>) </nobr> 97 <A NAME="android.renderscript.Mesh.getPrimitive_changed(int)"></A> 98 <nobr><code>Primitive</code> <A HREF="../../../../reference/android/renderscript/Mesh.html#getPrimitive(int)" target="_top"><code>getPrimitive</code></A>(<code>int</code>) </nobr> 107 <A NAME="android.renderscript.Mesh.getPrimitiveCount_changed()"></A> 108 <nobr><code>int</code> <A HREF="../../../../reference/android/renderscript/Mesh.html#getPrimitiveCount()" target="_top"><code>getPrimitiveCount</code></A>() </nobr> 117 <A NAME="android.renderscript.Mesh.getVertexAllocation_changed(int)"></A [all...] |
| /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/ |
| RagdollUtils.java | 15 import com.jme3.scene.Mesh; 58 private static Map<Integer, List<Float>> buildPointMapForMesh(Mesh mesh, Map<Integer, List<Float>> map) { 60 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); 61 ByteBuffer boneIndices = (ByteBuffer) mesh.getBuffer(Type.BoneIndex).getData(); 62 FloatBuffer boneWeight = (FloatBuffer) mesh.getBuffer(Type.BoneWeight).getData(); 68 int vertexComponents = mesh.getVertexCount() * 3; 187 * @param mesh 193 private static List<Float> getPoints(Mesh mesh, int boneIndex, Vector3f initialScale, Vector3f offset, float weightThreshold) [all...] |
| /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 [all...] |
| /external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/util/ |
| 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; [all...] |
| /frameworks/native/services/surfaceflinger/RenderEngine/ |
| GLES11RenderEngine.cpp | 24 #include "Mesh.h" 219 void GLES11RenderEngine::drawMesh(const Mesh& mesh) { 220 if (mesh.getTexCoordsSize()) { 222 glTexCoordPointer(mesh.getTexCoordsSize(), 224 mesh.getByteStride(), 225 mesh.getTexCoords()); 228 glVertexPointer(mesh.getVertexSize(), 230 mesh.getByteStride(), 231 mesh.getPositions()) [all...] |
| /packages/wallpapers/Galaxy4/src/com/android/galaxy4/ |
| GalaxyRS.java | 8 import android.renderscript.Mesh; 37 private Mesh mSpaceCloudsMesh; 38 private Mesh mBgStarsMesh; 39 private Mesh mStaticStarsMesh; 67 Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS); 69 smb.addIndexSetType(Mesh.Primitive.POINT); 73 Mesh.AllocationBuilder smb2 = new Mesh.AllocationBuilder(mRS); 75 smb2.addIndexSetType(Mesh.Primitive.POINT) [all...] |
| /external/jmonkeyengine/engine/src/tools/jme3tools/optimize/ |
| GeometryBatchFactory.java | 7 import com.jme3.scene.Mesh.Mode; 12 import com.jme3.scene.mesh.IndexBuffer; 91 * the output mesh. Creates a new material using the TextureAtlas. 96 public static void mergeGeometries(Collection<Geometry> geometries, Mesh outMesh) { 177 Mesh inMesh = geom.getMesh(); 227 public static void makeLods(Collection<Geometry> geometries, Mesh outMesh) { 302 Mesh mesh = new Mesh(); local 303 mergeGeometries(geomsForMat, mesh); 397 Mesh mesh = new Mesh(); local [all...] |
| /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/constraints/ |
| ConstraintShrinkWrap.java | 11 import com.jme3.scene.Mesh;
49 //loading mesh points (blender ensures that the target is a mesh-object)
54 Mesh mesh = ((Geometry) spatial).getMesh();
local 55 FloatBuffer floatBuffer = mesh.getFloatBuffer(Type.Position);
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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 [all...] |
| /cts/suite/pts/deviceTests/opengl/jni/reference/scene/glowing/ |
| BlurMeshNode.cpp | 17 BlurMeshNode::BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2, 19 MeshNode(mesh), mFboTexId(fboTexId), mTmpTexId1(tmpTexId1), mTmpTexId2(tmpTexId2),
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| /frameworks/base/docs/html/reference/renderscript/ |
| structrs__mesh.html | 32 <p>Opaque handle to a RenderScript mesh object. 35 <div class="textblock"><p>Opaque handle to a RenderScript mesh object. </p> 36 <p>See: android.renderscript.Mesh </p>
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| /frameworks/rs/driver/ |
| rsdMesh.cpp | 30 bool rsdMeshInit(const Context *rsc, const Mesh *m) { 41 void rsdMeshDraw(const Context *rsc, const Mesh *m, uint32_t primIndex, uint32_t start, uint32_t len) { 53 void rsdMeshDestroy(const Context *rsc, const Mesh *m) {
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| /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ |
| RigidBodyControl.java | 22 import com.jme3.scene.Mesh; 120 Mesh mesh = geom.getMesh(); local 121 if (mesh instanceof Sphere) { 122 collisionShape = new SphereCollisionShape(((Sphere) mesh).getRadius()); 124 } else if (mesh instanceof Box) { 125 collisionShape = new BoxCollisionShape(new Vector3f(((Box) mesh).getXExtent(), ((Box) mesh).getYExtent(), ((Box) mesh).getZExtent()));
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| /external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/util/ |
| CollisionShapeFactory.java | 138 * This type of collision shape is mesh-accurate and meant for immovable "world objects". 140 * Objects with "mesh" type collision shape will not collide with each other. 157 * This type of collision shape is mesh-accurate and meant for immovable "world objects". 159 * Objects with "mesh" type collision shape will not collide with each other.<br/> 181 * If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model. 206 * This type of collision shape is mesh-accurate and meant for immovable "world objects". 208 * Objects with "mesh" type collision shape will not collide with each other. 211 Mesh mesh = geom.getMesh(); local 213 if (mesh != null) 239 Mesh mesh = geom.getMesh(); local [all...] |
| /external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/ |
| VirtualIndexBuffer.java | 1 package com.jme3.scene.mesh; 3 import com.jme3.scene.Mesh.Mode; 8 * based on a specific Mesh {@link Mode}. 9 * The generated indices are as if the mesh is in the given mode
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| /external/jmonkeyengine/engine/src/test/jme3test/texture/ |
| TestTextureArray.java | 9 import com.jme3.scene.Mesh; 42 Mesh m = new Mesh(); 72 Geometry geom = new Geometry("Mesh", m);
|