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  /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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geometry_utils.cpp 25 Vector3 direction(sinf(angleStep * i) * sinf(angleStep * j),
55 result->positions[ 0] = Vector3(-radius, -radius, -radius);
56 result->positions[ 1] = Vector3(-radius, -radius, radius);
57 result->positions[ 2] = Vector3( radius, -radius, radius);
58 result->positions[ 3] = Vector3( radius, -radius, -radius);
59 result->positions[ 4] = Vector3(-radius, radius, -radius);
60 result->positions[ 5] = Vector3(-radius, radius, radius);
61 result->positions[ 6] = Vector3( radius, radius, radius);
62 result->positions[ 7] = Vector3( radius, radius, -radius);
63 result->positions[ 8] = Vector3(-radius, -radius, -radius)
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geometry_utils.h 17 std::vector<Vector3> positions;
18 std::vector<Vector3> normals;
26 std::vector<Vector3> positions;
27 std::vector<Vector3> normals;
Matrix.h 23 static Matrix4 rotate(float angle, const Vector3 &p);
24 static Matrix4 translate(const Vector3 &t);
25 static Matrix4 scale(const Vector3 &s);
33 static Vector3 transform(const Matrix4 &mat, const Vector3 &pt);
34 static Vector3 transform(const Matrix4 &mat, const Vector4 &pt);
  /frameworks/base/libs/hwui/
AmbientShadow.h 34 static void createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
35 int polyLength, const Vector3& centroid3d, float heightFactor,
SpotShadow.h 29 static void createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
30 float lightSize, const Vector3* poly, int polyLength,
31 const Vector3& polyCentroid, VertexBuffer& retstrips);
37 const Vector3& lightCenter, const Vector3& polyVertex);
39 static void computeLightPolygon(int points, const Vector3& lightCenter,
40 float size, Vector3* ret);
61 const Vector3* poly, int polyLength, VertexBuffer& retstrips, const Vector2& centroid);
71 static void dumpPolygon(const Vector3* poly, int polyLength, const char* polyName);
Vector.h 112 class Vector3 {
118 Vector3 operator+(const Vector3& v) const {
119 return (Vector3){x + v.x, y + v.y, z + v.z};
122 Vector3 operator-(const Vector3& v) const {
123 return (Vector3){x - v.x, y - v.y, z - v.z};
126 Vector3 operator/(float s) const {
127 return (Vector3){x / s, y / s, z / s};
130 Vector3 operator*(float s) const
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ShadowTessellator.h 70 const Vector3* casterPolygon, int casterVertexCount,
71 const Vector3& centroid3d, const Rect& casterBounds,
75 const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
76 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
AmbientShadow.cpp 71 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
72 // Convert from Vector3 to Vector2 first.
95 const Vector3& secondVertex, const Vector3& centroid) {
139 * @param vertices The shadow caster's polygon, which is represented in a Vector3
179 const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
207 const Vector3& innerVertex = casterVertices[i];
231 const Vector3& innerStart = casterVertices[i];
262 const Vector3& innerNext = casterVertices[(i + 1) % casterVertexCount]
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Snapshot.h 165 const Vector3& getRelativeLightCenter() const { return mRelativeLightCenter; }
166 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; }
312 Vector3 mRelativeLightCenter;
ShadowTessellator.cpp 33 const Vector3* casterPolygon, int casterVertexCount,
34 const Vector3& centroid3d, const Rect& casterBounds,
64 const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
65 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
71 Vector3 adjustedLightCenter(lightCenter);
  /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/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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  /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;
  /external/chromium_org/third_party/angle/samples/angle/simple_instancing/
SimpleInstancing.cpp 93 mVertices.push_back(Vector3(-quadRadius, quadRadius, 0.0f));
94 mVertices.push_back(Vector3(-quadRadius, -quadRadius, 0.0f));
95 mVertices.push_back(Vector3( quadRadius, -quadRadius, 0.0f));
96 mVertices.push_back(Vector3( quadRadius, quadRadius, 0.0f));
115 mInstances.push_back(Vector3(x, y, 0.0f));
190 std::vector<Vector3> mVertices;
192 std::vector<Vector3> mInstances;
  /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;
  /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/chromium_org/third_party/angle/samples/angle/particle_system/
ParticleSystem.cpp 146 Vector3 centerPos(RandomBetween(-0.5f, 0.5f),
219 Vector3 startPosition;
220 Vector3 endPosition;
  /external/chromium_org/third_party/angle/samples/angle/post_sub_buffer/
PostSubBuffer.cpp 107 Matrix4 modelMatrix = Matrix4::translate(Vector3(0.0f, 0.0f, -2.0f)) *
108 Matrix4::rotate(mRotation, Vector3(1.0f, 0.0f, 1.0f));
  /external/chromium_org/third_party/angle/samples/angle/simple_vertex_shader/
SimpleVertexShader.cpp 94 Matrix4 modelMatrix = Matrix4::translate(Vector3(0.0f, 0.0f, -2.0f)) *
95 Matrix4::rotate(mRotation, Vector3(1.0f, 0.0f, 1.0f));

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