/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) [all...] |
ShadowTessellator.h | 81 static Vector2 centroid2d(const Vector2* poly, int polyLength); 83 static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2); 85 static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
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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 [all...] |
SpotShadow.cpp | 75 Vector2 position; 76 Vector2 normal; 102 static float angle(const Vector2& point, const Vector2& center) { 118 static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, 119 const Vector2& p1, const Vector2& p2) { 143 * @param points the points as a Vector2 array. 146 void SpotShadow::xsort(Vector2* points, int pointsLength) { 147 auto cmp = [](const Vector2& a, const Vector2& b) -> bool [all...] |
ShadowTessellator.cpp | 120 * @param poly The polygon, which is represented in a Vector2 array. 124 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { 141 Vector2 centroid = poly[0]; 143 centroid = (Vector2){static_cast<float>(sumx / (3 * area)), 152 Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) { 153 Vector2 result = p2 - p1; 164 int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1 [all...] |
AmbientShadow.cpp | 68 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) { 69 // Convert from Vector3 to Vector2 first. 70 Vector2 currentVertex = { vertices[current].x, vertices[current].y }; 71 Vector2 nextVertex = { vertices[next].x, vertices[next].y }; 82 inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike, 84 Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y}; 174 Vector2 previousNormal = getNormalFromVertices(casterVertices, 176 Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, 196 Vector2 currentNormal = getNormalFromVertices(casterVertices, i, 223 Vector2 outerStart = {0, 0} [all...] |
/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();
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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() {
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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(); [all...] |
HitPoint.java | 20 public Vector2 hitPoint; 21 public Vector2 hitNormal;
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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 [all...] |
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(); [all...] |
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) [all...] |
EventRecorder.java | 24 private Vector2 mLastDeathPosition = new Vector2(); 37 synchronized void setLastDeathPosition(Vector2 position) { 41 synchronized Vector2 getLastDeathPosition() {
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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(); [all...] |
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 [all...] |
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();
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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() [all...] |
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() [all...] |
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) {
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HitPlayerComponent.java | 22 Vector2 mPlayerPosition; 23 Vector2 mMyPosition; 30 mPlayerPosition = new Vector2(); 31 mMyPosition = new Vector2();
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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) [all...] |
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(); [all...] |
DrawableObject.java | 57 public boolean visibleAtPosition(Vector2 position) {
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SelectDialogComponent.java | 24 private Vector2 mLastPosition; 29 mLastPosition = new Vector2(); 43 final Vector2 currentPosition = parentObject.getPosition();
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