/frameworks/base/tests/TransitionTests/res/transition/ |
my_scene.xml | 0 <scene > 3 </scene
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username_taken_scene.xml | 0 <scene xmlns:android="http://schemas.android.com/apk/res/android"
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
SceneGraphVisitor.java | 1 package com.jme3.scene; 4 * <code>SceneGraphVisitorAdapter</code> is used to traverse the scene 6 * Use by calling {@link Spatial#depthFirstTraversal(com.jme3.scene.SceneGraphVisitor) } 7 * or {@link Spatial#breadthFirstTraversal(com.jme3.scene.SceneGraphVisitor)}. 11 * Called when a spatial is visited in the scene graph.
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package.html | 10 The <code>com.jme3.input</code> package contains the scene graph implementation 14 The scene graph is the most important package in jME, as it is the API 15 used to manage scene elements so that they can be rendered. 16 The {@link com.jme3.scene.Spatial} class provides a common base class 17 for all scene graph elements. The {@link com.jme3.scene.Node} class provides 19 hierarchy. The {@link com.jme3.scene.Geometry} is the leaf class that 20 will contain a {@link com.jme3.scene.Mesh} object (geometry data 21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
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SceneGraphVisitorAdapter.java | 1 package com.jme3.scene; 4 * <code>SceneGraphVisitorAdapter</code> is used to traverse the scene 8 * Use by calling {@link Spatial#depthFirstTraversal(com.jme3.scene.SceneGraphVisitor) } 9 * or {@link Spatial#breadthFirstTraversal(com.jme3.scene.SceneGraphVisitor)}.
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/frameworks/base/core/java/android/transition/ |
Scene.java | 26 * A scene represents the collection of values that various properties in the 27 * View hierarchy will have when the scene is applied. A Scene can be 30 * scene change. 32 public final class Scene { 41 * Returns a Scene described by the resource file associated with the given 42 * <code>layoutId</code> parameter. If such a Scene has already been created for 43 * the given <code>sceneRoot</code>, that same Scene will be returned. 48 * @param sceneRoot The root of the hierarchy in which scene changes 53 * @return The scene for the given root and layout i 62 Scene scene = scenes.get(layoutId); local [all...] |
TransitionManager.java | 31 * change of {@link Scene}. To use the manager, add scenes along with 32 * transition objects with calls to {@link #setTransition(Scene, Transition)} 33 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific 34 * transitions for scene changes is not required; by default, a Scene change 36 * situations. Specifying other transitions for particular scene changes is 44 * that transition to the from/to scene information in that tag. 45 * For example, here is a resource file that declares several scene 52 * creating a scene from a layout in code by callin [all...] |
package.html | 6 <p>A <b>Scene</b> is an encapsulation of the state of a view hierarchy, 8 and otherwise) that those views have. A scene can be defined by a layout hierarchy 9 directly or by code which sets up the scene dynamically as it is entered.</p> 12 when a new scene is entered. Some transition capabilities are automatic. That 13 is, entering a scene may cause animations to run which fade out views that 17 to take place during particular scene changes. Finally, developers can 22 scene changes, and to cause scene changes with specific transitions to
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/external/ceres-solver/data/libmv-ba-problems/ |
Readme.txt | 3 - problem_01.bin is a final camera motion refinement step of 07_1a scene. 4 - problem_02.bin is a final camera motion refinement step of 03_2a scene. 5 - problem_03.bin is a final camera motion refinement step of 09_1a scene.
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/llvmpipe/ |
lp_scene.c | 50 * Create a new scene object. 56 struct lp_scene *scene = CALLOC_STRUCT(lp_scene); local 57 if (!scene) 60 scene->pipe = pipe; 62 scene->data.head = 65 pipe_mutex_init(scene->mutex); 67 return scene; 72 * Free all data associated with the given scene, and the scene itself. 75 lp_scene_destroy(struct lp_scene *scene) [all...] |
lp_scene.h | 56 /* Scene temporary storage is clamped to this size: 60 /* The maximum amount of texture storage referenced by a scene is 106 * within a scene. 112 * initiate a scene without relying on malloc succeeding. 142 /** the framebuffer to render the scene into */ 145 /** list of resources referenced by the scene commands */ 148 /** Total memory used by the scene (in bytes). This sums all the 150 * other random allocations within the scene. 154 /** Sum of sizes of all resources referenced by the scene. Sums 155 * all the textures read by the scene [all...] |
lp_scene_queue.c | 30 * Scene queue. We'll use two queues. One contains "full" scenes which 32 * which are produced by the "rast" code when it finishes rendering a scene. 45 struct lp_scene *scene; member in struct:scene_packet 58 /** Allocate a new scene queue */ 79 /** Delete a scene queue */ 95 packet.scene = NULL; 104 return packet.scene; 110 lp_scene_enqueue(struct lp_scene_queue *queue, struct lp_scene *scene) 116 packet.scene = scene; [all...] |
/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_scene.c | 50 * Create a new scene object. 56 struct lp_scene *scene = CALLOC_STRUCT(lp_scene); local 57 if (!scene) 60 scene->pipe = pipe; 62 scene->data.head = 65 pipe_mutex_init(scene->mutex); 67 return scene; 72 * Free all data associated with the given scene, and the scene itself. 75 lp_scene_destroy(struct lp_scene *scene) [all...] |
lp_scene.h | 56 /* Scene temporary storage is clamped to this size: 60 /* The maximum amount of texture storage referenced by a scene is 106 * within a scene. 112 * initiate a scene without relying on malloc succeeding. 142 /** the framebuffer to render the scene into */ 145 /** list of resources referenced by the scene commands */ 148 /** Total memory used by the scene (in bytes). This sums all the 150 * other random allocations within the scene. 154 /** Sum of sizes of all resources referenced by the scene. Sums 155 * all the textures read by the scene [all...] |
lp_scene_queue.c | 30 * Scene queue. We'll use two queues. One contains "full" scenes which 32 * which are produced by the "rast" code when it finishes rendering a scene. 45 struct lp_scene *scene; member in struct:scene_packet 58 /** Allocate a new scene queue */ 79 /** Delete a scene queue */ 95 packet.scene = NULL; 104 return packet.scene; 110 lp_scene_enqueue(struct lp_scene_queue *queue, struct lp_scene *scene) 116 packet.scene = scene; [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/ |
package.html | 10 The <code>com.jme3.scene.mesh</code> package contains utilities 11 for reading from {@link com.jme3.scene.mesh.IndexBuffer index buffers}. 12 Several implementations are provided of the {@link com.jme3.scene.mesh.IndexBuffer} 15 <li>{@link com.jme3.scene.mesh.IndexByteBuffer} - For reading 8-bit index buffers</li> 16 <li>{@link com.jme3.scene.mesh.IndexShortBuffer} - For reading 16-bit index buffers</li> 17 <li>{@link com.jme3.scene.mesh.IndexIntBuffer} - For reading 32-bit index buffers</li> 18 <li>{@link com.jme3.scene.mesh.VirtualIndexBuffer} - For reading "virtual indices", for 20 <li>{@link com.jme3.scene.mesh.WrappedIndexBuffer} - For converting from
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/frameworks/base/tests/TransitionTests/src/com/android/transitiontests/ |
LoginActivityFromResources.java | 22 import android.transition.Scene; 30 Scene mCurrentScene; 32 Scene mLoginScene, mPasswordScene, mIncorrectPasswordScene, mSuccessScene, mUsernameTakenScene, 44 public void applyScene(Scene scene) { 45 mTransitionManager.transitionTo(scene); 46 mCurrentScene = scene; 53 mLoginScene = Scene.getSceneForLayout(mSceneRoot, R.layout.activity_login, this); 54 mPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layout.login_password, this); 55 mIncorrectPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layou [all...] |
ResourceLoadingTest.java | 22 import android.transition.Scene; 57 Scene loadedScene = new Scene(mSceneRoot); 62 System.out.println("Problem loading scene resource: " + e); 66 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.search_screen, this); local 67 mTransitionManager.transitionTo(scene); 70 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.results_screen, this) local [all...] |
LoginActivity.java | 22 import android.transition.Scene; 34 Scene mCurrentScene; 36 Scene mLoginScene, mPasswordScene, mIncorrectPasswordScene, mSuccessScene, mUsernameTakenScene, 46 mLoginScene = Scene.getSceneForLayout(mSceneRoot, R.layout.activity_login, this); 47 mPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layout.login_password, this); 48 mIncorrectPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layout.incorrect_password, this); 49 mUsernameTakenScene = Scene.getSceneForLayout(mSceneRoot, R.layout.username_taken, this); 50 mSuccessScene = Scene.getSceneForLayout(mSceneRoot, R.layout.success, this); 51 mNewUserScene = Scene.getSceneForLayout(mSceneRoot, R.layout.new_user, this); 75 public void applyScene(Scene scene) [all...] |
InterruptionTest.java | 23 import android.transition.Scene; 31 private Scene mScene1; 32 private Scene mScene2; 33 private Scene mScene3; 34 private Scene mScene4; 45 mScene1 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_1, this); 46 mScene2 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_2, this); 47 mScene3 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_3, this); 48 mScene4 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_4, this);
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/device/generic/goldfish/camera/fake-pipeline2/ |
Scene.cpp | 22 #include "Scene.h" 29 // Define single-letter shortcuts for scene definition, for directly indexing 31 #define G (Scene::GRASS * Scene::NUM_CHANNELS) 32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS) 33 #define H (Scene::HILL * Scene::NUM_CHANNELS) 34 #define W (Scene::WALL * Scene::NUM_CHANNELS [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/scene/control/ |
package.html | 11 {@link com.jme3.scene.control.Control controls}. 12 Controls represent the "logical" programming of scene graph elements, containing 13 callbacks for when a {@link com.jme3.scene.Spatial} is rendered or updated
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/cts/suite/cts/deviceTests/opengl/jni/reference/scene/ |
Scene.cpp | 14 #include "Scene.h" 21 Scene::Scene(int width, int height) : 25 bool Scene::setUpContext() { 45 bool Scene::tearDown() { 65 bool Scene::update(int frame) { 67 // Delete the old scene graphs. 75 void Scene::drawSceneGraph(int index) {
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/external/jmonkeyengine/engine/src/core/com/jme3/asset/ |
Desktop.cfg | 15 LOADER com.jme3.scene.plugins.OBJLoader : obj
16 LOADER com.jme3.scene.plugins.MTLLoader : mtl
17 LOADER com.jme3.scene.plugins.ogre.MeshLoader : meshxml, mesh.xml
18 LOADER com.jme3.scene.plugins.ogre.SkeletonLoader : skeletonxml, skeleton.xml
19 LOADER com.jme3.scene.plugins.ogre.MaterialLoader : material
20 LOADER com.jme3.scene.plugins.ogre.SceneLoader : scene
21 LOADER com.jme3.scene.plugins.blender.BlenderModelLoader : blend
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/external/jmonkeyengine/engine/src/test/jme3test/tools/ |
TestTextureAtlas.java | 39 import com.jme3.scene.Geometry; 40 import com.jme3.scene.Node; 41 import com.jme3.scene.Spatial; 42 import com.jme3.scene.shape.Quad; 55 Node scene = new Node("Scene"); local 56 Spatial obj1 = assetManager.loadModel("Models/Ferrari/Car.scene"); 66 scene.attachChild(obj1); 67 scene.attachChild(obj2); 68 scene.attachChild(obj3) [all...] |