Searched defs:normal (Results 1 - 5 of 5) sorted by relevance

/frameworks/rs/java/tests/VrDemo/src/com/example/android/rs/vr/engine/
H A DQuaternion.java48 private static double[] normal(double[] a) { method in class:Quaternion
54 double[] vec1 = normal(v1);
55 double[] vec2 = normal(v2);
56 double[] axis = normal(cross(vec1, vec2));
62 double[] vec1 = normal(v1);
63 double[] vec2 = normal(v2);
68 double[] vec1 = normal(v1);
69 double[] vec2 = normal(v2);
70 return normal(cross(vec1, vec2));
/frameworks/base/core/java/android/text/format/
H A DTimeFormatter.java445 private static String getFormat(int modifier, String normal, String underscore, String dash, argument
455 return normal;
/frameworks/base/libs/hwui/
H A DPathTessellator.cpp83 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
142 * NOTE: the input will not always be a normal, especially for sharp edges - it should be the
245 const Vector2& normal, Vertex* buffer, int& currentIndex, bool begin) {
246 Vector2 strokeOffset = normal;
352 // alpha 0 vertex, offset by a scaled normal.
363 // AA point offset from original point is that point's normal, such that each side is offset
407 AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) {
413 if (isFirst) normal *= -1;
415 // TODO: this normal should be scaled by radialScale if extra != 0, see totalOffsetFromNormals()
416 Vector2 AAOffset = paintInfo.deriveAAOffset(normal);
244 storeBeginEnd(const PaintInfo& paintInfo, const Vertex& center, const Vector2& normal, Vertex* buffer, int& currentIndex, bool begin) argument
406 storeCapAA(const PaintInfo& paintInfo, const std::vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) argument
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H A DSpotShadow.cpp71 * For each outline vertex, we need to store the position and normal.
76 Vector2 normal; member in struct:android::uirenderer::OutlineData
419 // Compute the last outline vertex to make sure we can get the normal and outline
424 // Take the outline's polygon, calculate the normal for each outline edge.
433 outlineData[currentNormalIndex].normal = ShadowTessellator::calculateNormal(
459 // Generate all the penumbra's vertices only using the (outline vertex + normal * radius)
483 const Vector2& previousNormal = outlineData[preNormalIndex].normal;
484 const Vector2& currentNormal = outlineData[i].normal;
/frameworks/native/opengl/libagl/
H A Dcontext.h202 array_t normal; member in struct:android::gl::array_machine_t

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