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66  * For each polygon's vertex, the light center will project it to the receiver
99 static float angle(const Vector2& point, const Vector2& center) {
100 return atan2(point.y - center.y, point.x - center.x);
226 * Sort points about a center point
230 * @param center the center ctr[0] = x , ctr[1] = y to sort around.
232 void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) {
233 quicksortCirc(poly, 0, polyLength - 1, center);
246 * quick sort implementation about the center.
249 const Vector2& center) {
252 float pivot = angle(points[p], center);
254 while (angle(points[i], center) > pivot) {
257 while (angle(points[j], center) < pivot) {
267 if (low < j) quicksortCirc(points, low, j, center);
268 if (i < high) quicksortCirc(points, i, high, center);
363 * @param lightCenter the center of the light.
379 * From light center, project one vertex to the z=0 surface and get the outline.
382 * @param lightCenter The center of light.
406 * @param lightCenter the center of the light
428 // Calculate the projected outline for each polygon's vertices from the light center.