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  /external/deqp/framework/opengl/simplereference/
sglrContextUtil.hpp 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
  /cts/apps/CtsVerifier/include/colorchecker/
vec3.h 25 class Vec3{
27 Vec3(T inputRed, T inputGreen, T inputBlue) {
33 Vec3() {}
36 inline Vec3<T> operator+ (const Vec3<U> &param) const {
37 Vec3<T> temp(mRed + param.r(), mGreen + param.g(), mBlue + param.b());
41 inline Vec3<T> operator- (const Vec3<T> &param) const {
42 Vec3<T> temp(mRed - param.r(), mGreen - param.g(), mBlue - param.b());
46 inline Vec3<T> operator* (const int param) const
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  /external/opencv3/3rdparty/openexr/Imath/
ImathPlane.h 66 Vec3<T> normal;
70 Plane3(const Vec3<T> &normal, T distance);
71 Plane3(const Vec3<T> &point, const Vec3<T> &normal);
72 Plane3(const Vec3<T> &point1,
73 const Vec3<T> &point2,
74 const Vec3<T> &point3);
80 void set(const Vec3<T> &normal,
83 void set(const Vec3<T> &point,
84 const Vec3<T> &normal)
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ImathFrame.h 42 template<class T> class Vec3;
63 template<class T> Matrix44<T> firstFrame( const Vec3<T>&, // First point
64 const Vec3<T>&, // Second point
65 const Vec3<T>& ); // Third point
68 const Vec3<T>&, // Previous point
69 const Vec3<T>&, // Current point
70 Vec3<T>&, // Previous tangent
71 Vec3<T>& ); // Current tangent
74 const Vec3<T>&, // Previous point
75 const Vec3<T>& ); // Last poin
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ImathVec.cpp 39 // Specializations of the Vec2<T> and Vec3<T> templates.
81 normalizeOrThrow(Vec3<T> &v)
265 // Vec3<short>
269 Vec3<short>::length () const
277 const Vec3<short> &
278 Vec3<short>::normalize ()
285 const Vec3<short> &
286 Vec3<short>::normalizeExc () throw (Iex::MathExc)
296 const Vec3<short> &
297 Vec3<short>::normalizeNonNull (
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ImathLine.h 58 Vec3<T> pos;
59 Vec3<T> dir;
66 Line3(const Vec3<T>& point1, const Vec3<T>& point2);
72 void set(const Vec3<T>& point1,
73 const Vec3<T>& point2);
79 Vec3<T> operator() (T parameter) const;
85 T distanceTo(const Vec3<T>& point) const;
87 Vec3<T> closestPointTo(const Vec3<T>& point) const
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ImathLineAlgo.h 52 // Vec3<T>& point1,
53 // Vec3<T>& point2)
56 // const Vec3<T> &v0,
57 // const Vec3<T> &v1,
58 // const Vec3<T> &v2,
59 // Vec3<T> &pt,
60 // Vec3<T> &barycentric,
64 // closestVertex(const Vec3<T> &v0,
65 // const Vec3<T> &v1,
66 // const Vec3<T> &v2
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ImathFrustumTest.h 101 // Points: To test a Vec3 for visibility, test it against each plane
151 bool isVisible(const Box<Vec3<T> > &box) const;
152 bool isVisible(const Vec3<T> &vec) const;
158 bool completelyContains(const Box<Vec3<T> > &box) const;
169 Vec3<T> planeNormX[2]; // The X compunents from 6 plane equations
170 Vec3<T> planeNormY[2]; // The Y compunents from 6 plane equations
171 Vec3<T> planeNormZ[2]; // The Z compunents from 6 plane equations
173 Vec3<T> planeOffsetVec[2]; // The distance offsets from 6 plane equations
176 Vec3<T> planeNormAbsX[2]; // The abs(X) compunents from 6 plane equations
177 Vec3<T> planeNormAbsY[2]; // The abs(X) compunents from 6 plane equation
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ImathVec.h 62 template <class T> class Vec3;
163 // Vec3 (this->x, this->y, 0) % Vec3 (v.x, v.y, 0)
254 // could be either a Vec2<T>, a Vec3<T>, or a Vec4<T> you can
266 template <class T> class Vec3
284 Vec3 (); // no initialization
285 explicit Vec3 (T a); // (a a a)
286 Vec3 (T a, T b, T c); // (a b c)
293 Vec3 (const Vec3 &v)
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ImathMatrixAlgo.h 132 Vec3<T> &scl,
144 Vec3<T> &scl,
145 Vec3<T> &shr,
163 Vec3<T> &scl,
164 Vec3<T> &shr,
169 Vec3<T> &rot);
173 Vec3<T> &rot);
179 Vec3<T> &s,
180 Vec3<T> &h,
181 Vec3<T> &r
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ImathSphere.h 57 Vec3<T> center;
65 Sphere3(const Vec3<T> &c, T r) : center(c), radius(r) {}
90 void circumscribe(const Box<Vec3<T> > &box);
91 bool intersect(const Line3<T> &l, Vec3<T> &intersection) const;
109 void Sphere3<T>::circumscribe(const Box<Vec3<T> > &box)
121 Vec3<T> v = line.pos - center;
159 bool Sphere3<T>::intersect(const Line3<T> &line, Vec3<T> &intersection) const
ImathBox.h 335 // Partial class specializations for Imath::Vec2<T> and Imath::Vec3<T>
584 class Box<Vec3<T> >
592 Vec3<T> min;
593 Vec3<T> max;
600 Box (const Vec3<T> &point);
601 Box (const Vec3<T> &minT, const Vec3<T> &maxT);
607 bool operator == (const Box<Vec3<T> > &src) const;
608 bool operator != (const Box<Vec3<T> > &src) const;
615 void extendBy (const Vec3<T> &point)
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ImathColorAlgo.h 53 Vec3<double> hsv2rgb_d(const Vec3<double> &hsv);
58 Vec3<double> rgb2hsv_d(const Vec3<double> &rgb);
71 Vec3<T>
72 hsv2rgb(const Vec3<T> &hsv)
76 Vec3<double> v = Vec3<double>(hsv.x / double(limits<T>::max()),
79 Vec3<double> c = hsv2rgb_d(v);
80 return Vec3<T>((T) (c.x * limits<T>::max())
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  /external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/common/
Vec3.java 31 public class Vec3 implements Serializable {
36 public Vec3() {
40 public Vec3(float argX, float argY, float argZ) {
46 public Vec3(Vec3 copy) {
52 public Vec3 set(Vec3 vec) {
59 public Vec3 set(float argX, float argY, float argZ) {
66 public Vec3 addLocal(Vec3 argVec)
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Mat33.java 36 public static final Mat33 IDENTITY = new Mat33(new Vec3(1, 0, 0), new Vec3(0, 1, 0), new Vec3(0,
39 public final Vec3 ex, ey, ez;
42 ex = new Vec3();
43 ey = new Vec3();
44 ez = new Vec3();
49 ex = new Vec3(exx, exy, exz);
50 ey = new Vec3(eyx, eyy, eyz);
51 ez = new Vec3(ezx, ezy, ezz)
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  /device/google/contexthub/firmware/inc/algos/
vec.h 26 struct Vec3 {
35 static inline void initVec3(struct Vec3 *v, float x, float y, float z) {
41 static inline void vec3Add(struct Vec3 *v, const struct Vec3 *w) {
47 static inline void vec3Sub(struct Vec3 *v, const struct Vec3 *w) {
53 static inline void vec3ScalarMul(struct Vec3 *v, float c) {
59 static inline float vec3Dot(const struct Vec3 *v, const struct Vec3 *w) {
63 static inline float vec3NormSquared(const struct Vec3 *v)
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fusion.h 42 struct Vec3 x1;
48 struct Vec3 Ba, Bm;
51 struct Vec3 mData[3];
77 void fusionHandleGyro(struct Fusion *fusion, const struct Vec3 *w, float dT);
78 int fusionHandleAcc(struct Fusion *fusion, const struct Vec3 *a, float dT);
79 int fusionHandleMag(struct Fusion *fusion, const struct Vec3 *m, float dT);
85 void fusionGetBias(const struct Fusion *fusion, struct Vec3 *bias);
mat.h 53 struct Mat33 *A, const struct Vec3 *v1, const struct Vec3 *v2, const struct Vec3 *v3);
55 void mat33Apply(struct Vec3 *out, const struct Mat33 *A, const struct Vec3 *v);
82 void mat33Solve(const struct Mat33 *A, struct Vec3 *x, const struct Vec3 *b, const struct Size3 *pivot);
84 void mat33GetEigenbasis(struct Mat33 *S, struct Vec3 *eigenvals, struct Mat33 *eigenvecs);
  /development/ndk/sources/android/ndk_helper/
tapCamera.h 55 Vec3 vec_offset_;
56 Vec3 vec_offset_now_;
67 Vec3 vec_offset_last_;
68 Vec3 vec_offset_delta_;
77 Vec3 vec_pinch_transform_factor_;
79 Vec3 PointOnSphere( Vec2& point );
105 vec_pinch_transform_factor_ = Vec3( x, y, z );
tapCamera.cpp 56 vec_pinch_transform_factor_ = Vec3( 1.f, 1.f, 1.f );
72 vec_offset_ = Vec3();
73 vec_offset_now_ = Vec3();
81 vec_offset_delta_ = Vec3();
129 Vec3 vec = vec_offset_ + vec_offset_now_;
130 Vec3 vec_tmp( TRANSFORM_FACTOR, -TRANSFORM_FACTOR, TRANSFORM_FACTORZ );
225 vec_offset_delta_ = Vec3();
235 vec_offset_now_ = Vec3();
265 vec_offset_now_ = Vec3( vec, flip_z_ * f );
288 Vec3 vec_from = PointOnSphere( vec_ball_down_ )
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  /external/deqp/modules/gles2/accuracy/
es2aVaryingInterpolationTests.cpp 44 using tcu::Vec3;
58 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
63 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
68 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
69 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) }
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  /external/deqp/modules/gles3/accuracy/
es3aVaryingInterpolationTests.cpp 47 using tcu::Vec3;
61 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
66 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
71 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
72 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) }
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  /external/deqp/modules/glshared/
glsLongStressTestUtil.cpp 31 using tcu::Vec3;
92 "${VTX_IN} highp vec3 a_position;\n"
128 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f)));
140 "${VTX_IN} highp vec3 a_position;\n"
163 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(positionFactor)));
182 "${VTX_IN} highp vec3 a_position;\n"
232 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f)))
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  /external/deqp/framework/common/
tcuTexCompareVerifier.hpp 56 bool isTexCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result);
57 bool isTexCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result);
60 bool isGatherOffsetsCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const IVec2 (&offsets)[4], float cmpReference, const Vec4& result);
62 bool isGatherCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, float cmpReference, const Vec4& result);
tcuTexLookupVerifier.hpp 104 Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordDy, const int faceSize, const LodPrecision& prec);
110 bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
112 bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
113 bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
124 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4& result);
125 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4& result);
126 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4& result);
134 bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result)
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