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    Searched defs:Vector3 (Results 1 - 16 of 16) sorted by null

  /external/chromium_org/third_party/angle/samples/angle/sample_util/
Vector.h 30 struct Vector3
41 Vector3();
42 Vector3(float x, float y, float z);
44 static float length(const Vector3 &vec);
45 static float lengthSquared(const Vector3 &vec);
47 static Vector3 normalize(const Vector3 &vec);
49 static float dot(const Vector3 &a, const Vector3 &b);
50 static Vector3 cross(const Vector3 &a, const Vector3 &b)
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Vector.cpp 48 Vector3::Vector3()
55 Vector3::Vector3(float x, float y, float z)
62 float Vector3::length(const Vector3 &vec)
68 float Vector3::lengthSquared(const Vector3 &vec)
75 Vector3 Vector3::normalize(const Vector3 &vec
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  /external/eigen/test/
geo_eulerangles.cpp 20 typedef Matrix<Scalar,3,1> Vector3;
23 Matrix3 m(AngleAxisx(ea[0], Vector3::Unit(i)) * AngleAxisx(ea[1], Vector3::Unit(j)) * AngleAxisx(ea[2], Vector3::Unit(k)));
24 Vector3 eabis = m.eulerAngles(i, j, k);
25 Matrix3 mbis(AngleAxisx(eabis[0], Vector3::Unit(i)) * AngleAxisx(eabis[1], Vector3::Unit(j)) * AngleAxisx(eabis[2], Vector3::Unit(k)));
62 typedef Matrix<Scalar,3,1> Vector3;
69 q1 = AngleAxisx(a, Vector3::Random().normalized())
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geo_orthomethods.cpp 23 typedef Matrix<Scalar,3,1> Vector3;
27 Vector3 v0 = Vector3::Random(),
28 v1 = Vector3::Random(),
29 v2 = Vector3::Random();
45 Vector3 vec3 = Vector3::Random();
74 typedef Matrix<Scalar,3,1> Vector3;
92 Vector3 vec3 = Vector3::Random()
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geo_quaternion.cpp 51 typedef Matrix<Scalar,3,1> Vector3;
62 Vector3 v0 = Vector3::Random(),
63 v1 = Vector3::Random(),
64 v2 = Vector3::Random(),
65 v3 = Vector3::Random();
177 typedef Matrix<Scalar,3,1> Vector3;
180 Vector3 v0 = Vector3::Random(),
181 v1 = Vector3::Random()
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geo_transformations.cpp 20 typedef Matrix<Scalar,3,1> Vector3;
27 Vector3 v0 = Vector3::Random(),
28 v1 = Vector3::Random();
46 VERIFY_IS_APPROX( (t0 * Vector3(1,0,0)).template head<3>().norm(), v0.x());
85 typedef Matrix<Scalar,3,1> Vector3;
96 Vector3 v0 = Vector3::Random(),
97 v1 = Vector3::Random();
115 matrot1 = AngleAxisx(Scalar(0.1), Vector3::UnitX()
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  /ndk/tests/build/issue22345-ICE-postreload/jni/
issue22345-ICE-postreload.cpp 22 typedef float32x4_t Vector3;
24 inline Vector3 normalize(const Vector3& v1) {
32 Vector3 result;
38 inline Vector3 cross(const Vector3& v1, const Vector3& v2) {
42 Vector3 result;
48 void _f_with_internal_compiler_error_in_reload_cse_simplify_operands(const math::Vector3& v1, const math::Vector3& v2)
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  /external/eigen/Eigen/src/Eigen2Support/Geometry/
AngleAxis.h 58 typedef Matrix<Scalar,3,1> Vector3;
63 Vector3 m_axis;
83 const Vector3& axis() const { return m_axis; }
84 Vector3& axis() { return m_axis; }
107 inline Vector3 operator* (const Vector3& other) const
192 Vector3 sin_axis = ei_sin(m_angle) * m_axis;
194 Vector3 cos1_axis = (Scalar(1)-c) * m_axis;
Quaternion.h 62 typedef Matrix<Scalar,3,1> Vector3;
179 Vector3 operator* (const MatrixBase<Derived>& vec) const;
249 inline typename Quaternion<Scalar>::Vector3
256 // Vector3 as temporaries.
257 Vector3 uv;
340 Vector3 v0 = a.normalized();
341 Vector3 v1 = b.normalized();
359 Vector3 axis = v0.cross(v1);
  /frameworks/base/libs/hwui/
Vector.h 108 class Vector3 {
114 Vector3 operator+(const Vector3& v) const {
115 return (Vector3){x + v.x, y + v.y, z + v.z};
118 Vector3 operator-(const Vector3& v) const {
119 return (Vector3){x - v.x, y - v.y, z - v.z};
122 Vector3 operator/(float s) const {
123 return (Vector3){x / s, y / s, z / s};
126 Vector3 operator*(float s) const
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  /external/eigen/Eigen/src/Geometry/
AngleAxis.h 61 typedef Matrix<Scalar,3,1> Vector3;
66 Vector3 m_axis;
89 const Vector3& axis() const { return m_axis; }
90 Vector3& axis() { return m_axis; }
134 static inline const AngleAxis Identity() { return AngleAxis(0, Vector3::UnitX()); }
209 Vector3 sin_axis = sin(m_angle) * m_axis;
211 Vector3 cos1_axis = (Scalar(1)-c) * m_axis;
Quaternion.h 51 typedef Matrix<Scalar,3,1> Vector3;
164 EIGEN_STRONG_INLINE Vector3 _transformVector(Vector3 v) const;
463 EIGEN_STRONG_INLINE typename QuaternionBase<Derived>::Vector3
464 QuaternionBase<Derived>::_transformVector(Vector3 v) const
470 // Vector3 as temporaries.
471 Vector3 uv = this->vec().cross(v);
575 Vector3 v0 = a.normalized();
576 Vector3 v1 = b.normalized();
592 Vector3 axis = svd.matrixV().col(2)
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  /external/eigen/test/eigen2/
eigen2_geometry.cpp 25 typedef Matrix<Scalar,3,1> Vector3;
40 Vector3 v0 = Vector3::Random(),
41 v1 = Vector3::Random(),
42 v2 = Vector3::Random();
101 matrot1 = AngleAxisx(Scalar(0.1), Vector3::UnitX())
102 * AngleAxisx(Scalar(0.2), Vector3::UnitY())
103 * AngleAxisx(Scalar(0.3), Vector3::UnitZ());
105 AngleAxisx(Scalar(0.1), Vector3(1,0,0)).toRotationMatrix()
106 * (AngleAxisx(Scalar(0.2), Vector3(0,1,0)).toRotationMatrix(
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eigen2_geometry_with_eigen2_prefix.cpp 27 typedef Matrix<Scalar,3,1> Vector3;
42 Vector3 v0 = Vector3::Random(),
43 v1 = Vector3::Random(),
44 v2 = Vector3::Random();
103 matrot1 = AngleAxisx(Scalar(0.1), Vector3::UnitX())
104 * AngleAxisx(Scalar(0.2), Vector3::UnitY())
105 * AngleAxisx(Scalar(0.3), Vector3::UnitZ());
107 AngleAxisx(Scalar(0.1), Vector3(1,0,0)).toRotationMatrix()
108 * (AngleAxisx(Scalar(0.2), Vector3(0,1,0)).toRotationMatrix(
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  /external/eigen/demos/opengl/
quaternion_demo.cpp 141 typedef Matrix<Scalar,3,1> Vector3;
146 Vector3 m_angles;
154 const Vector3& coeffs() const { return m_angles; }
155 Vector3& coeffs() { return m_angles; }
176 Vector3 c = m_angles.array().cos();
177 Vector3 s = m_angles.array().sin();
  /external/chromium_org/third_party/WebKit/Source/platform/transforms/
TransformationMatrix.cpp 79 typedef double Vector3[3];
262 static double v3Length(Vector3 a)
267 static void v3Scale(Vector3 v, double desiredLength)
278 static double v3Dot(const Vector3 a, const Vector3 b)
285 static void v3Combine(const Vector3 a, const Vector3 b, Vector3 result, double ascl, double bscl)
293 static void v3Cross(const Vector3 a, const Vector3 b, Vector3 result
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