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  /frameworks/base/libs/hwui/
SpotShadow.h 37 static float projectCasterToOutline(Vector2& outline,
44 static float rayIntersectPoly(const Vector2* poly, int polyLength,
45 const Vector2& point, float dx, float dy);
47 static void xsort(Vector2* points, int pointsLength);
48 static int hull(Vector2* points, int pointsLength, Vector2* retPoly);
50 static void sort(Vector2* poly, int polyLength, const Vector2& center);
52 static void swap(Vector2* points, int i, int j);
53 static void quicksortCirc(Vector2* points, int low, int high, const Vector2& center)
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ShadowTessellator.h 81 static Vector2 centroid2d(const Vector2* poly, int polyLength);
83 static bool isClockwise(const Vector2* polygon, int len);
85 static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2);
87 static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
Vector.h 31 struct Vector2 {
43 void operator+=(const Vector2& v) {
48 void operator-=(const Vector2& v) {
73 Vector2 operator+(const Vector2& v) const {
74 return (Vector2){x + v.x, y + v.y};
77 Vector2 operator-(const Vector2& v) const {
78 return (Vector2){x - v.x, y - v.y};
81 Vector2 operator/(float s) const
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SpotShadow.cpp 77 Vector2 position;
78 Vector2 normal;
104 static float angle(const Vector2& point, const Vector2& center) {
120 static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy,
121 const Vector2& p1, const Vector2& p2) {
145 * @param points the points as a Vector2 array.
148 void SpotShadow::xsort(Vector2* points, int pointsLength) {
149 auto cmp = [](const Vector2& a, const Vector2& b) -> bool
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ShadowTessellator.cpp 119 * @param poly The polygon, which is represented in a Vector2 array.
123 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
140 Vector2 centroid = poly[0];
142 centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
151 Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
152 Vector2 result = p2 - p1;
163 int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1
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AmbientShadow.cpp 73 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
74 // Convert from Vector3 to Vector2 first.
75 Vector2 currentVertex = { vertices[current].x, vertices[current].y };
76 Vector2 nextVertex = { vertices[next].x, vertices[next].y };
98 inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
100 Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
190 Vector2 previousNormal = getNormalFromVertices(casterVertices,
192 Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
212 Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
239 Vector2 outerStart = {0, 0}
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  /external/replicaisland/src/com/replica/replicaisland/
VectorPool.java 22 public class VectorPool extends TObjectPool<Vector2> {
31 getAvailable().add(new Vector2());
37 ((Vector2)entry).zero();
42 public Vector2 allocate(Vector2 source) {
43 Vector2 entry = super.allocate();
GravityComponent.java 24 private Vector2 mGravity;
25 private Vector2 mScaledGravity;
26 private static final Vector2 sDefaultGravity = new Vector2(0.0f, -400.0f);
30 mGravity = new Vector2(sDefaultGravity);
31 mScaledGravity = new Vector2();
47 public Vector2 getGravity() {
SolidSurfaceComponent.java 24 private FixedSizeArray<Vector2> mStartPoints;
25 private FixedSizeArray<Vector2> mEndPoints;
26 private FixedSizeArray<Vector2> mNormals;
27 private Vector2 mStart;
28 private Vector2 mEnd;
29 private Vector2 mNormal;
36 mStart = new Vector2();
37 mEnd = new Vector2();
38 mNormal = new Vector2();
54 mStart = new Vector2();
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HitPoint.java 20 public Vector2 hitPoint;
21 public Vector2 hitNormal;
BackgroundCollisionComponent.java 27 private Vector2 mPreviousPosition;
34 private Vector2 mCurrentPosition;
35 private Vector2 mPreviousCenter;
36 private Vector2 mDelta;
37 private Vector2 mFilterDirection;
38 private Vector2 mHorizontalHitPoint;
39 private Vector2 mHorizontalHitNormal;
40 private Vector2 mVerticalHitPoint;
41 private Vector2 mVerticalHitNormal;
42 private Vector2 mRayStart
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GameObject.java 30 private Vector2 mPosition;
31 private Vector2 mVelocity;
32 private Vector2 mTargetVelocity;
33 private Vector2 mAcceleration;
34 private Vector2 mImpulse;
36 private Vector2 mBackgroundCollisionNormal;
52 public Vector2 facingDirection;
82 mPosition = new Vector2();
83 mVelocity = new Vector2();
84 mTargetVelocity = new Vector2();
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Vector2.java 22 public final class Vector2 extends AllocationGuard {
26 public static final Vector2 ZERO = new Vector2(0, 0);
28 public Vector2() {
32 public Vector2(float xValue, float yValue) {
36 public Vector2(Vector2 other) {
40 public final void add(Vector2 other) {
50 public final void subtract(Vector2 other) {
60 public final void multiply(Vector2 other)
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EventRecorder.java 24 private Vector2 mLastDeathPosition = new Vector2();
37 synchronized void setLastDeathPosition(Vector2 position) {
41 synchronized Vector2 getLastDeathPosition() {
SimpleCollisionComponent.java 21 private Vector2 mPreviousPosition;
22 private Vector2 mCurrentPosition;
23 private Vector2 mMovementDirection;
24 private Vector2 mHitPoint;
25 private Vector2 mHitNormal;
30 mPreviousPosition = new Vector2();
31 mCurrentPosition = new Vector2();
32 mMovementDirection = new Vector2();
33 mHitPoint = new Vector2();
34 mHitNormal = new Vector2();
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PhysicsComponent.java 58 Vector2 impulseVector = parentObject.getImpulse();
60 final Vector2 currentVelocity = parentObject.getVelocity();
62 final Vector2 surfaceNormal = parentObject.getBackgroundCollisionNormal();
75 Vector2 newVelocity = vectorPool.allocate(currentVelocity);
88 final Vector2 gravityVector = gravity.getGravity();
122 parentObject.setAcceleration(Vector2.ZERO);
123 parentObject.setImpulse(Vector2.ZERO);
129 protected void resolveCollision(Vector2 velocity, Vector2 impulse, Vector2 opposingNormal
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RenderComponent.java 30 private Vector2 mPositionWorkspace;
31 private Vector2 mScreenLocation;
32 private Vector2 mDrawOffset;
38 mPositionWorkspace = new Vector2();
39 mScreenLocation = new Vector2();
40 mDrawOffset = new Vector2();
SphereCollisionVolume.java 23 private Vector2 mCenter;
24 private Vector2 mWorkspaceVector;
25 private Vector2 mWorkspaceVector2;
30 mCenter = new Vector2(centerX, centerY);
31 mWorkspaceVector = new Vector2();
32 mWorkspaceVector2 = new Vector2();
38 mCenter = new Vector2(centerX, centerY);
39 mWorkspaceVector = new Vector2();
40 mWorkspaceVector2 = new Vector2();
63 public Vector2 getCenter()
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OrbitalMagnetComponent.java 24 private Vector2 mCenter;
25 private Vector2 mDelta;
26 private Vector2 mRim;
27 private Vector2 mVelocity;
33 mCenter = new Vector2();
34 mDelta = new Vector2();
35 mRim = new Vector2();
36 mVelocity = new Vector2();
84 final Vector2 targetVelocity = target.getVelocity();
86 final Vector2 gravityVector = gravity.getGravity()
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AABoxCollisionVolume.java 28 private Vector2 mWidthHeight;
29 private Vector2 mBottomLeft;
33 mBottomLeft = new Vector2(offsetX, offsetY);
34 mWidthHeight = new Vector2(width, height);
40 mBottomLeft = new Vector2(offsetX, offsetY);
41 mWidthHeight = new Vector2(width, height);
73 public boolean intersects(Vector2 position, FlipInfo flip, CollisionVolume other,
74 Vector2 otherPosition, FlipInfo otherFlip) {
HitPlayerComponent.java 22 Vector2 mPlayerPosition;
23 Vector2 mMyPosition;
30 mPlayerPosition = new Vector2();
31 mMyPosition = new Vector2();
CollisionSystem.java 109 public boolean castRay(Vector2 startPoint, Vector2 endPoint, Vector2 movementDirection,
110 Vector2 hitPoint, Vector2 hitNormal, GameObject excludeObject) {
123 Vector2 tempHitPoint = vectorPool.allocate();
124 Vector2 tempHitNormal = vectorPool.allocate();
152 Vector2 movementDirection, FixedSizeArray<HitPoint> hitPoints,
184 Vector2 worldTileOffset = vectorPool.allocate();
223 movementDirection, excludeObject, Vector2.ZERO, hitPoints)
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CameraSystem.java 27 private Vector2 mCurrentCameraPosition;
28 private Vector2 mFocalPosition;
29 private Vector2 mPreInterpolateCameraPosition;
30 private Vector2 mTargetPosition;
31 private Vector2 mBias;
47 mCurrentCameraPosition = new Vector2();
48 mFocalPosition = new Vector2();
49 mPreInterpolateCameraPosition = new Vector2();
50 mTargetPosition = new Vector2();
51 mBias = new Vector2();
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DrawableObject.java 57 public boolean visibleAtPosition(Vector2 position) {
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
VarType.java 38 Vector2,

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