Searched refs:vertices (Results 1 - 25 of 64) sorted by relevance

123

/external/eigen/demos/opengl/
H A Dgpuhelper.cpp100 static float vertices[][3] = { local
111 glNormal3f(0,0,-1); glVertex3fv(vertices[0]); glVertex3fv(vertices[2]); glVertex3fv(vertices[3]); glVertex3fv(vertices[1]);
112 glNormal3f(0,0, 1); glVertex3fv(vertices[4]); glVertex3fv(vertices[5]); glVertex3fv(vertices[7]); glVertex3fv(vertices[6]);
113 glNormal3f(0,-1,0); glVertex3fv(vertices[
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H A Dicosphere.h20 const std::vector<Eigen::Vector3f>& vertices() const { return mVertices; } function in class:IcoSphere
/external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
H A DEmitterMeshFaceShape.java34 this.vertices = new ArrayList<List<Vector3f>>(meshes.size());
39 List<Vector3f> vertices = new ArrayList<Vector3f>(mesh.getTriangleCount() * 3);
43 vertices.add(vertexTable[indices[0]]);
44 vertices.add(vertexTable[indices[1]]);
45 vertices.add(vertexTable[indices[2]]);
48 this.vertices.add(vertices);
60 int meshIndex = FastMath.nextRandomInt(0, vertices.size() - 1);
62 int vertIndex = FastMath.nextRandomInt(0, vertices.get(meshIndex).size() / 3 - 1) * 3;
66 store.addLocal(vertices
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H A DEmitterMeshVertexShape.java20 * This emiter shape emits the particles from the given shape's vertices
25 protected List<List<Vector3f>> vertices; field in class:EmitterMeshVertexShape
51 this.vertices = new ArrayList<List<Vector3f>>(meshes.size());
70 // adding data to vertices and normals
71 List<Vector3f> vertices = new ArrayList<Vector3f>(vertToNormalMap.size());
74 vertices.add(entry.getKey());
77 this.vertices.add(vertices);
89 int meshIndex = FastMath.nextRandomInt(0, vertices.size() - 1);
90 int vertIndex = FastMath.nextRandomInt(0, vertices
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/external/jmonkeyengine/engine/src/test/jme3test/texture/
H A DTestTextureArray.java43 Vector3f[] vertices = new Vector3f[8];
44 vertices[0] = new Vector3f(0, 0, 0);
45 vertices[1] = new Vector3f(3, 0, 0);
46 vertices[2] = new Vector3f(0, 3, 0);
47 vertices[3] = new Vector3f(3, 3, 0);
49 vertices[4] = new Vector3f(3, 0, 0);
50 vertices[5] = new Vector3f(6, 0, 0);
51 vertices[6] = new Vector3f(3, 3, 0);
52 vertices[7] = new Vector3f(6, 3, 0);
67 m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
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/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/util/
H A DNativeMeshUtil.java56 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
57 vertices.rewind();
61 float tempFloat = vertices.get();
69 vertices.rewind();
70 vertices.clear();
/external/jmonkeyengine/engine/src/bullet-native/
H A Dcom_jme3_bullet_util_NativeMeshUtil.cpp52 float* vertices = (float*) env->GetDirectBufferAddress(vertexIndexBase); local
53 btTriangleIndexVertexArray* array = new btTriangleIndexVertexArray(numTriangles, triangles, triangleIndexStride, numVertices, vertices, vertexStride);
/external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
H A DSurface.java88 Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
97 vertices[arrayIndex++] = interpolationResult;
120 Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
122 Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
123 this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
125 //preparing normal list (the order of normals must match the order of vertices)
239 addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) argument
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/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/util/
H A DDebugShapeFactory.java137 * Constructs the buffer for the vertices of the concave shape.
139 * @param concaveShape the shape to get the vertices for / from.
155 * @param convexShape the shape to retreieve the vertices from.
156 * @return the vertices as a FloatBuffer, ordered as Triangles.
176 // The number of bytes needed is: (floats in a vertex) * (vertices in a triangle) * (# of triangles) * (size of float in bytes)
178 FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats);
181 vertices.limit(numberOfFloats);
196 vertices.put(vertexA.x).put(vertexA.y).put(vertexA.z);
197 vertices.put(vertexB.x).put(vertexB.y).put(vertexB.z);
198 vertices
215 private ArrayList<Vector3f> vertices; field in class:BufferedTriangleCallback
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H A DConverter.java233 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
234 vertices.rewind();
240 float tempFloat = vertices.get();
250 vertices.rewind();
251 vertices.clear();
263 FloatBuffer vertices = jmeMesh.getFloatBuffer(Type.Position);
270 vertices.put(i, mesh.vertexBase.getFloat(i * 4));
/external/jmonkeyengine/engine/src/test/jme3test/model/shape/
H A DTestCustomMesh.java46 * How to create custom meshes by specifying vertices
64 Vector3f [] vertices = new Vector3f[4];
65 vertices[0] = new Vector3f(0,0,0);
66 vertices[1] = new Vector3f(3,0,0);
67 vertices[2] = new Vector3f(0,3,0);
68 vertices[3] = new Vector3f(3,3,0);
81 m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
107 //We have 4 vertices and 4 color values for each of them.
108 //If you have more vertices, you need 'new float[yourVertexCount * 4]' here!
/external/jmonkeyengine/engine/src/bullet/com/jme3/bullet/collision/shapes/
H A DHullCollisionShape.java87 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
88 vertices.rewind();
92 pointsArray[i] = vertices.get();
93 pointsArray[i + 1] = vertices.get();
94 pointsArray[i + 2] = vertices.get();
H A DGImpactCollisionShape.java83 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
84 vertices.rewind();
88 float tempFloat = vertices.get();
96 vertices.rewind();
97 vertices.clear();
H A DMeshCollisionShape.java80 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
81 vertices.rewind();
85 float tempFloat = vertices.get();
93 vertices.rewind();
94 vertices.clear();
/external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
H A DHullCollisionShape.java68 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
69 vertices.rewind();
73 pointsArray[i] = vertices.get();
74 pointsArray[i + 1] = vertices.get();
75 pointsArray[i + 2] = vertices.get();
/external/skia/src/gpu/
H A DGrDrawTarget.h176 * The format of vertices is represented as a bitfield of flags.
241 /* vertices have colors (GrColor) */
243 /* vertices have coverage (GrColor)
246 /* Use text vertices. (Pos and tex coords may be a different type for
263 * There are three methods for specifying geometry (vertices and optionally
264 * indices) to the draw target. When indexed drawing the indices and vertices
295 * Reserves space for vertices. Draw target will use reserved vertices at
299 * if vertexCount > 0, *vertices will be the array
300 * of vertices t
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H A DGrTesselatedPathRenderer.cpp91 const GrPointArray& vertices() const { return fVertices; } function in class:GrTess
308 GrPoint* vertices,
315 matrix.mapPoints(vertices, numVertices);
317 sign = isCCW(vertices, numVertices) ? -1.0f : 1.0f;
319 GrPoint p = sanitizePoint(vertices[numVertices - 1]);
321 GrPoint q = sanitizePoint(vertices[i]);
339 vertices[i].fX -= edge.fX * 0.5f;
340 vertices[i].fY -= edge.fY * 0.5f;
342 vertices[i] = prev_edge.intersect(edge);
344 inverse.mapPoints(&vertices[
306 computeEdgesAndIntersect(const GrMatrix& matrix, const GrMatrix& inverse, GrPoint* vertices, size_t numVertices, GrEdgeArray* edges, float sign) argument
546 const GrPointArray& vertices = ptess.vertices(); local
589 const GrPointArray& vertices = ptess.vertices(); local
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/external/webkit/Source/WebCore/platform/graphics/chromium/
H A DGeometryBinding.cpp45 float vertices[] = { -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, local
55 GLC(m_context, m_context->bufferData(GraphicsContext3D::ARRAY_BUFFER, sizeof(vertices), vertices, GraphicsContext3D::STATIC_DRAW));
/external/webkit/Tools/DumpRenderTree/TestNetscapePlugIn/Tests/win/
H A DDrawsGradient.cpp99 TRIVERTEX vertices[] = {
117 ::GradientFill(dc, vertices, _countof(vertices), mesh, _countof(mesh), GRADIENT_FILL_TRIANGLE);
/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ragdoll/
H A DRagdollUtils.java60 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
64 vertices.rewind();
90 points.add(vertices.get(i));
91 points.add(vertices.get(i + 1));
92 points.add(vertices.get(i + 2));
98 * Create a hull collision shape from linked vertices to this bone.
150 * Create a hull collision shape from linked vertices to this bone.
195 FloatBuffer vertices = mesh.getFloatBuffer(Type.Position);
199 vertices.rewind();
220 pos.x = vertices
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/
H A DMeshHelper.java116 // reading vertices
117 Vector3f[] vertices = this.getVertices(structure, blenderContext);
118 int verticesAmount = vertices.length;
120 // vertices Colors
157 // this map's key is the vertex index from 'vertices 'table and the value are indices from 'vertexList'
199 Vector3f n = FastMath.computeNormal(vertices[v1], vertices[v2], vertices[v3]);
200 this.addNormal(n, normalMap, smooth, vertices[v1], vertices[v
440 addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) argument
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/external/jmonkeyengine/engine/src/core/com/jme3/util/
H A DTangentBinormalGenerator.java101 VertexData[] vertices = new VertexData[size];
103 vertices[i] = new VertexData();
105 return vertices;
143 VertexData[] vertices;
146 vertices = processTriangles(mesh, index, v, t);
149 vertices = processTriangleStrip(mesh, index, v, t);
152 vertices = processTriangleFan(mesh, index, v, t);
159 processTriangleData(mesh, vertices, approxTangents);
192 VertexData[] vertices = initVertexData(vertexBuffer.capacity() / 3);
203 vertices[inde
428 processTriangleData(Mesh mesh, VertexData[] vertices, boolean approxTangent) argument
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/external/webkit/Source/WebCore/platform/graphics/gpu/
H A DLoopBlinnMathUtils.h51 // vertices a, b, and c. This test defines that points exactly on an
105 bool isConvex(const FloatPoint* vertices, int nVertices);
H A DLoopBlinnPathCache.h53 // vertices in the mesh.
54 const float* vertices() const function in class:WebCore::LoopBlinnPathCache
64 // there are no vertices in the mesh.
81 // Base pointer to the interior vertices; two coordinates per
83 // are no interior vertices in the mesh.
97 // The number of interior edge vertices
99 // Base pointer to the interior vertices; two coordinates per
101 // no interior edge vertices in the mesh.
107 // The two-dimensional vertices of the triangle mesh.
/external/skia/third_party/glu/libtess/
H A DREADME55 or more calls to gluTessVertex(). The vertices specify a closed
60 results, all vertices should lie in some plane, since the vertices
101 vertices in the same order as expected by the corresponding glBegin()
162 as a linear combination of up to 4 existing vertices, referenced
241 of the output. For example, two vertices which are very close to
252 The current implementation merges vertices only if they are exactly
272 up to its sign, is found by fitting a plane to the vertices,
273 without regard to how the vertices are connected. It is
397 number of vertices tha
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