Searched refs:Vector2 (Results 1 - 10 of 10) sorted by relevance
/frameworks/base/libs/hwui/ |
H A D | SpotShadow.h | 37 static float projectCasterToOutline(Vector2& outline, const Vector3& lightCenter, 44 static float rayIntersectPoly(const Vector2* poly, int polyLength, const Vector2& point, 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* point [all...] |
H A D | ShadowTessellator.h | 82 static Vector2 centroid2d(const Vector2* poly, int polyLength); 84 static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2); 86 static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2, float divisor);
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H A D | Vector.h | 31 struct Vector2 { struct in namespace:android::uirenderer 39 void operator+=(const Vector2& v) { 44 void operator-=(const Vector2& v) { 69 Vector2 operator+(const Vector2& v) const { return (Vector2){x + v.x, y + v.y}; } 71 Vector2 operator-(const Vector2& v) const { return (Vector2){x - v.x, y - v.y}; } 73 Vector2 operato [all...] |
H A D | 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, const Vector2& p1, 119 const Vector2& p2) { 144 * @param points the points as a Vector2 array. 147 void SpotShadow::xsort(Vector2* points, int pointsLength) { 148 auto cmp = [](const Vector2 [all...] |
H A D | 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 [all...] |
H A D | 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, const Vector3& secondVertex, 84 Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y}; 175 Vector2 previousNormal = getNormalFromVertices(casterVertices, casterVertexCount - 1, 0); 176 Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, casterVertices[0].y - centroid3d.y}; 194 Vector2 currentNormal = 220 Vector2 outerStar [all...] |
H A D | PathTessellator.cpp | 91 inline static Vector2 totalOffsetFromNormals(const Vector2& normalA, const Vector2& normalB) { 133 inline void scaleOffsetForStrokeWidth(Vector2& offset) const { 147 inline Vector2 deriveAAOffset(const Vector2& offset) const { 148 return (Vector2){offset.x * 0.5f * inverseScaleX, offset.y * 0.5f * inverseScaleY}; 218 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; 222 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; 225 Vector2 totalOffse [all...] |
H A D | Vertex.h | 48 static inline void set(Vertex* vertex, Vector2 val) { set(vertex, val.x, val.y); }
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H A D | TessellationCache.cpp | 229 Vector2 centroid = ShadowTessellator::centroid2d( 230 reinterpret_cast<const Vector2*>(&casterVertices2d.front()), casterVertexCount);
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
H A D | eigen.h | 14 using Vector2 = Vector<T, 2>;
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