/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) [all...] |
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 [all...] |
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) [all...] |
geometry_utils.h | 17 std::vector<Vector3> positions; 18 std::vector<Vector3> normals; 26 std::vector<Vector3> positions; 27 std::vector<Vector3> normals;
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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);
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/frameworks/base/libs/hwui/ |
AmbientShadow.h | 34 static void createAmbientShadow(bool isCasterOpaque, const Vector3* poly, 35 int polyLength, const Vector3& centroid3d, float heightFactor,
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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);
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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 [all...] |
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,
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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] [all...] |
Snapshot.h | 165 const Vector3& getRelativeLightCenter() const { return mRelativeLightCenter; } 166 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; } 312 Vector3 mRelativeLightCenter;
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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);
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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) [all...] |
/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()) [all...] |
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() [all...] |
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() [all...] |
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() [all...] |
/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;
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/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;
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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;
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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( [all...] |
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( [all...] |
/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;
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/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));
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/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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