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);
|
/frameworks/base/libs/hwui/ |
H A D | ShadowTessellator.cpp | 118 * Calculate the centroid of a 2d polygon. 122 * @return the centroid of the polygon. 141 Vector2 centroid = poly[0]; local 143 centroid = (Vector2){static_cast<float>(sumx / (3 * area)), 146 ALOGW("Area is 0 while computing centroid!"); 148 return centroid;
|
H A D | AmbientShadow.cpp | 83 const Vector3& secondVertex, const Vector3& centroid) { 84 Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y}; 111 // Add the centroid if occluder is translucent. 131 * @param centroid3d The centroid of the shadow caster. 140 * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C. 295 // Add the centroid as the last one in the vertex buffer. 82 getEdgeExtraAndUpdateSpike(Vector2* currentSpike, const Vector3& secondVertex, const Vector3& centroid) argument
|
H A D | TessellationCache.cpp | 238 // map the centroid of the caster into 3d 239 Vector2 centroid = ShadowTessellator::centroid2d( local 242 Vector3 centroid3d = {centroid.x, centroid.y, 0};
|
H A D | SpotShadow.cpp | 21 // centroid * (1 - FAKE_UMBRA_SIZE_RATIO) + outline * FAKE_UMBRA_SIZE_RATIO 85 // The angle to the vertex from the centroid. 452 // When centroid is covered by all circles from outline, then we consider 512 // Compute the umbra by the intersection from the outline's centroid! 526 // Connect a line b/t the outline vertex (V) and the centroid (C), it will 531 // When all of the outline circles cover the the outline centroid, (like I is 533 // a small area around the centroid as the umbra, and tune down the spot 584 // Umbra can be represented as a fan from the centroid, but visually umbra 794 const Vector2& centroid, Vector2* polyToCentroid) { 796 polyToCentroid[j] = poly2d[j] - centroid; 793 genPolyToCentroid(const Vector2* poly2d, int polyLength, const Vector2& centroid, Vector2* polyToCentroid) argument 815 getCloserVertex(const Vector2& umbraVertex, const Vector2& centroid, const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid, bool isPositiveCross, int& previousPolyIndex) argument 850 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...] |
Completed in 1370 milliseconds