Searched defs:centroid (Results 1 - 5 of 5) sorted by relevance
/frameworks/base/core/java/android/gesture/ |
H A D | GestureUtils.java | 325 * Calculates the centroid of a set of points. 328 * @return the centroid 499 private static OrientedBoundingBox computeOrientedBoundingBox(float[] points, float[] centroid) { argument 500 translate(points, -centroid[0], -centroid[1]); 534 return new OrientedBoundingBox((float) (angle * 180 / Math.PI), centroid[0], centroid[1], maxx - minx, maxy - miny);
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/frameworks/base/libs/hwui/ |
H A D | ShadowTessellator.cpp | 117 * Calculate the centroid of a 2d polygon. 121 * @return the centroid of the polygon. 140 Vector2 centroid = poly[0]; local 142 centroid = (Vector2){static_cast<float>(sumx / (3 * area)), 145 ALOGW("Area is 0 while computing centroid!"); 147 return centroid;
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H A D | AmbientShadow.cpp | 99 const Vector3& secondVertex, const Vector3& centroid) { 100 Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y}; 127 // Add the centroid if occluder is translucent. 147 * @param centroid3d The centroid of the shadow caster. 156 * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C. 311 // Add the centroid as the last one in the vertex buffer. 98 getEdgeExtraAndUpdateSpike(Vector2* currentSpike, const Vector3& secondVertex, const Vector3& centroid) argument
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H A D | TessellationCache.cpp | 251 // map the centroid of the caster into 3d 252 Vector2 centroid = ShadowTessellator::centroid2d( local 255 Vector3 centroid3d = {centroid.x, centroid.y, 0};
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H A D | SpotShadow.cpp | 23 // centroid * (1 - FAKE_UMBRA_SIZE_RATIO) + outline * FAKE_UMBRA_SIZE_RATIO 87 // The angle to the vertex from the centroid. 454 // When centroid is covered by all circles from outline, then we consider 514 // Compute the umbra by the intersection from the outline's centroid! 528 // Connect a line b/t the outline vertex (V) and the centroid (C), it will 533 // When all of the outline circles cover the the outline centroid, (like I is 535 // a small area around the centroid as the umbra, and tune down the spot 586 // Umbra can be represented as a fan from the centroid, but visually umbra 796 const Vector2& centroid, Vector2* polyToCentroid) { 798 polyToCentroid[j] = poly2d[j] - centroid; 795 genPolyToCentroid(const Vector2* poly2d, int polyLength, const Vector2& centroid, Vector2* polyToCentroid) argument 817 getCloserVertex(const Vector2& umbraVertex, const Vector2& centroid, const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid, bool isPositiveCross, int& previousPolyIndex) argument 852 generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, const Vector2& centroid) argument [all...] |
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