HomeSort by relevance Sort by last modified time
    Searched full:sphere (Results 1 - 25 of 191) sorted by null

1 2 3 4 5 6 7 8

  /external/libgdx/gdx/src/com/badlogic/gdx/math/collision/
Sphere.java 25 /** Encapsulates a 3D sphere with a center and a radius
28 public class Sphere implements Serializable {
30 /** the radius of the sphere **/
32 /** the center of the sphere **/
37 /** Constructs a sphere with the given center and radius
40 public Sphere (Vector3 center, float radius) {
45 /** @param sphere the other sphere
46 * @return whether this and the other sphere overlap */
47 public boolean overlaps (Sphere sphere) {
    [all...]
  /frameworks/base/opengl/java/android/opengl/
Visibility.java 78 * world-space coordinates. R is the radius of the sphere.
82 * @param spheres a float array containing the sphere data.
83 * @param spheresOffset an offset into the sphere array where the sphere
107 * Compute a bounding sphere for a set of points. It is approximately the
108 * minimal bounding sphere of an axis-aligned box that bounds the points.
113 * @param sphere array containing the output as (x, y, z, r)
114 * @param sphereOffset offset where the sphere data will be written
118 * sphere is null, sphereOffset < 0, sphereOffset > sphere.length - 4
    [all...]
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionDispatch/
btConvex2dConvex2dAlgorithm.cpp 175 //One object is approximated as a sphere, to simplify things
181 /// Convex0 against sphere for Convex1
185 btSphereShape sphere1(col1->getCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
188 //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
189 ///Simplification, one object is simplified as a sphere
214 /// Sphere (for convex0) against Convex1
218 btSphereShape sphere0(col0->getCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
221 //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
222 ///Simplification, one object is simplified as a sphere
SphereTriangleDetector.h 28 /// sphere-triangle to match the btDiscreteCollisionDetectorInterface
33 SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle, btScalar contactBreakingThreshold);
btSphereSphereCollisionAlgorithm.h 26 /// btSphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
btSphereTriangleCollisionAlgorithm.cpp 54 btSphereShape* sphere = (btSphereShape*)sphereObjWrap->getCollisionShape(); local
59 SphereTriangleDetector detector(sphere,triangle, m_manifoldPtr->getContactBreakingThreshold());
btSphereTriangleCollisionAlgorithm.h 25 /// btSphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
btSphereBoxCollisionAlgorithm.cpp 108 // convert the sphere position to the box's local space
112 // Determine the closest point to the sphere center in the box
134 //special case if the sphere center is inside the box
162 //project the center of the sphere on the closest face of the box
  /external/libgdx/gdx/src/com/badlogic/gdx/math/
Frustum.java 105 /** Returns whether the given sphere is in the frustum.
107 * @param center The center of the sphere
108 * @param radius The radius of the sphere
109 * @return Whether the sphere is in the frustum */
117 /** Returns whether the given sphere is in the frustum.
119 * @param x The X coordinate of the center of the sphere
120 * @param y The Y coordinate of the center of the sphere
121 * @param z The Z coordinate of the center of the sphere
122 * @param radius The radius of the sphere
123 * @return Whether the sphere is in the frustum */
    [all...]
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/
BasicShapesTest.java 45 final Model sphere = modelBuilder.createSphere(4f, 4f, 4f, 24, 24, material, attributes); local
46 disposables.add(sphere);
47 world.addConstructor("sphere", new BulletConstructor(sphere, 10f, new btSphereShape(2f)));
68 world.add("sphere", 0, 5, 5);
  /external/opencv3/3rdparty/openexr/Imath/
ImathFrustumTest.h 109 // Spheres: To test a sphere, test the center against each plane
111 // sphere's radius. (the result is NOT exact, but will not return
150 bool isVisible(const Sphere3<T> &sphere) const;
157 bool completelyContains(const Sphere3<T> &sphere) const;
233 // isVisible(Sphere)
234 // Returns true if any part of the sphere is inside
239 bool FrustumTest<T>::isVisible(const Sphere3<T> &sphere) const
241 Vec3<T> center = sphere.center;
242 Vec3<T> radiusVec = Vec3<T>(sphere.radius, sphere.radius, sphere.radius)
    [all...]
ImathSphere.h 42 // A 3D sphere class template
70 // s.circumscribe(b) sets center and radius of sphere s
73 // s.intersectT (l, t) If sphere s and line l intersect, then
76 // sphere. intersectT() then returns true.
81 // s.intersect (l, i) If sphere s and line l intersect, then
  /cts/tests/tests/openglperf/src/android/openglperf/cts/
Sphere.java 26 * Class for generating a sphere model for given input params
30 * Indices store vertex indices for the whole sphere.
31 * Formula for generating sphere is originally coming from source code of
36 public class Sphere {
49 * @param x,y,z the origin of the sphere
50 * @param r the radius of the sphere
52 public Sphere(int nSlices, float x, float y, float z, float r, int numIndexBuffers) {
  /device/google/contexthub/firmware/inc/algos/
accel_cal.h 30 /* This module estimates the accelerometer offsets using the KASA sphere fit.
31 * The algorithm senses stillness and classifies the data into seven sphere caps
33 * fit the sphere calculating the offsets and the radius. This can be done,
35 * the vectors should end onto a sphere. Furthermore the offset values are
73 * Sphere caps.
156 * sphere cap (Bucket) is needed to reach full.
  /external/llvm/test/Transforms/Inline/
inline-byval-bonus.ll 11 %struct.sphere = type { %struct.vec3, double, %struct.material, %struct.sphere* }
17 define i32 @caller(%struct.sphere* %i) {
21 %call = call i32 @ray_sphere(%struct.sphere* %i, %struct.ray* byval align 8 %shadow_ray, %struct.spoint* null)
31 define i32 @ray_sphere(%struct.sphere* nocapture %sph, %struct.ray* nocapture byval align 8 %ray, %struct.spoint* %sp) nounwind uwtable ssp {
46 %15 = getelementptr inbounds %struct.sphere, %struct.sphere* %sph, i64 0, i32 0, i32 0
53 %22 = getelementptr inbounds %struct.sphere, %struct.sphere* %sph, i64 0, i32 0, i32 1
61 %30 = getelementptr inbounds %struct.sphere, %struct.sphere* %sph, i64 0, i32 0, i32
    [all...]
  /frameworks/rs/driver/runtime/
rs_matrix.c 369 rsIsSphereInFrustum(float4* sphere, float4* left, float4* right, float4* top, float4* bottom,
371 float distToCenter = dot(left->xyz, sphere->xyz) + left->w;
372 if (distToCenter < -sphere->w) {
375 distToCenter = dot(right->xyz, sphere->xyz) + right->w;
376 if (distToCenter < -sphere->w) {
379 distToCenter = dot(top->xyz, sphere->xyz) + top->w;
380 if (distToCenter < -sphere->w) {
383 distToCenter = dot(bottom->xyz, sphere->xyz) + bottom->w;
384 if (distToCenter < -sphere->w) {
387 distToCenter = dot(near->xyz, sphere->xyz) + near->w
    [all...]
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
ProjectTest.java 41 Model sphere; field in class:ProjectTest
53 sphere = objLoader.loadModel(Gdx.files.internal("data/sphere.obj"));
54 sphere.materials.get(0).set(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE));
59 instances[i] = new ModelInstance(sphere, rand.nextFloat() * 100 - rand.nextFloat() * 100, rand.nextFloat() * 100
  /external/libgdx/extensions/gdx-bullet/jni/swig-src/collision/com/badlogic/gdx/physics/bullet/collision/
SphereTriangleDetector.java 69 public SphereTriangleDetector(btSphereShape sphere, btTriangleShape triangle, float contactBreakingThreshold) {
70 this(CollisionJNI.new_SphereTriangleDetector(btSphereShape.getCPtr(sphere), sphere, btTriangleShape.getCPtr(triangle), triangle, contactBreakingThreshold), true);
  /external/vulkan-validation-layers/libs/glm/gtx/
intersect.hpp 80 //! Compute the intersection distance of a ray and a sphere.
89 //! Compute the intersection of a ray and a sphere.
97 //! Compute the intersection of a line and a sphere.
  /external/autotest/client/deps/webgl_mpd/src/
ManyPlanetsDeep.html 104 g.sphere = makeSphere(gl, 1, 30, 30);
140 ctx.bindBuffer(ctx.ARRAY_BUFFER, g.sphere.vertexObject);
143 ctx.bindBuffer(ctx.ARRAY_BUFFER, g.sphere.normalObject);
146 ctx.bindBuffer(ctx.ARRAY_BUFFER, g.sphere.texCoordObject);
149 ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, g.sphere.indexObject);
170 ctx.drawElements(ctx.TRIANGLES, g.sphere.numIndices, ctx.UNSIGNED_SHORT, 0);
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionShapes/
btSphereShape.h 21 ///The btSphereShape implements an implicit sphere, centered around a local origin with radius.
56 virtual const char* getName()const {return "SPHERE";}
  /frameworks/rs/scriptc/
rs_matrix.rsh 124 * rsIsSphereInFrustum: Checks if a sphere is within the frustum planes
126 * Returns true if the sphere is within the 6 frustum planes.
129 * sphere: float4 representing the sphere.
139 rsIsSphereInFrustum(float4* sphere, float4* left, float4* right, float4* top, float4* bottom,
141 float distToCenter = dot(left->xyz, sphere->xyz) + left->w;
142 if (distToCenter < -sphere->w) {
145 distToCenter = dot(right->xyz, sphere->xyz) + right->w;
146 if (distToCenter < -sphere->w) {
149 distToCenter = dot(top->xyz, sphere->xyz) + top->w
    [all...]
  /prebuilts/sdk/renderscript/include/
rs_matrix.rsh 124 * rsIsSphereInFrustum: Checks if a sphere is within the frustum planes
126 * Returns true if the sphere is within the 6 frustum planes.
129 * sphere: float4 representing the sphere.
139 rsIsSphereInFrustum(float4* sphere, float4* left, float4* right, float4* top, float4* bottom,
141 float distToCenter = dot(left->xyz, sphere->xyz) + left->w;
142 if (distToCenter < -sphere->w) {
145 distToCenter = dot(right->xyz, sphere->xyz) + right->w;
146 if (distToCenter < -sphere->w) {
149 distToCenter = dot(top->xyz, sphere->xyz) + top->w
    [all...]
  /frameworks/rs/api/
rs_matrix.spec 126 arg: float4* sphere, "float4 representing the sphere."
133 summary: Checks if a sphere is within the frustum planes
135 Returns true if the sphere is within the 6 frustum planes.
137 float distToCenter = dot(left->xyz, sphere->xyz) + left->w;
138 if (distToCenter < -sphere->w) {
141 distToCenter = dot(right->xyz, sphere->xyz) + right->w;
142 if (distToCenter < -sphere->w) {
145 distToCenter = dot(top->xyz, sphere->xyz) + top->w;
146 if (distToCenter < -sphere->w)
    [all...]
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/
Mesh.java 685 /** Calculates the squared radius of the bounding sphere around the specified center for the specified part.
686 * @param centerX The X coordinate of the center of the bounding sphere
687 * @param centerY The Y coordinate of the center of the bounding sphere
688 * @param centerZ The Z coordinate of the center of the bounding sphere
691 * @return the squared radius of the bounding sphere. */
738 /** Calculates the radius of the bounding sphere around the specified center for the specified part.
739 * @param centerX The X coordinate of the center of the bounding sphere
740 * @param centerY The Y coordinate of the center of the bounding sphere
741 * @param centerZ The Z coordinate of the center of the bounding sphere
744 * @return the radius of the bounding sphere. */
    [all...]

Completed in 1879 milliseconds

1 2 3 4 5 6 7 8