Searched refs:Vector3 (Results 1 - 25 of 34) sorted by last modified time

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/frameworks/base/services/core/java/com/android/server/
H A DAnyMotionDetector.java98 private Vector3 mCurrentGravityVector = null;
101 private Vector3 mPreviousGravityVector = null;
234 Vector3 previousGravityVectorNormalized = mPreviousGravityVector.normalized();
235 Vector3 currentGravityVectorNormalized = mCurrentGravityVector.normalized();
264 Vector3 accelDatum = new Vector3(SystemClock.elapsedRealtime(), event.values[0],
311 public static final class Vector3 { class in class:AnyMotionDetector
317 public Vector3(long timeMillisSinceBoot, float x, float y, float z) { method in class:AnyMotionDetector.Vector3
328 public Vector3 normalized() {
330 return new Vector3(timeMillisSinceBoo
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/frameworks/base/services/tests/servicestests/src/com/android/server/
H A DVector3Test.java25 * Tests for {@link com.android.server.AnyMotionDetector.Vector3}
31 private AnyMotionDetector.Vector3 unitXAxis;
32 private AnyMotionDetector.Vector3 unitYAxis;
33 private AnyMotionDetector.Vector3 unitZAxis;
34 private AnyMotionDetector.Vector3 x3;
35 private AnyMotionDetector.Vector3 case1A;
36 private AnyMotionDetector.Vector3 case1B;
37 private AnyMotionDetector.Vector3 case2A;
38 private AnyMotionDetector.Vector3 case2B;
39 private AnyMotionDetector.Vector3 x1y
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/frameworks/base/libs/hwui/
H A DAmbientShadow.cpp68 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
69 // Convert from Vector3 to Vector2 first.
83 const Vector3& secondVertex, const Vector3& centroid) {
127 * @param vertices The shadow caster's polygon, which is represented in a Vector3
167 const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
195 const Vector3& innerVertex = casterVertices[i];
219 const Vector3& innerStart = casterVertices[i];
250 const Vector3
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H A DAmbientShadow.h34 static void createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
35 int polyLength, const Vector3& centroid3d, float heightFactor,
H A DCanvasState.cpp57 mSnapshot->setRelativeLightCenter(Vector3());
64 float clipRight, float clipBottom, const Vector3& lightCenter) {
H A DCanvasState.h91 const Vector3& lightCenter);
159 const Vector3& currentLightCenter() const { return currentSnapshot()->getRelativeLightCenter(); }
H A DDisplayListCanvas.cpp59 0, 0, width, height, Vector3());
H A DFrameBuilder.cpp95 Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter();
806 const Vector3& lightCenter,
837 Vector3 lightCenter = previous->getRelativeLightCenter();
891 Vector3 lightCenter = previous->getRelativeLightCenter();
H A DFrameBuilder.h59 Vector3 center;
178 const Vector3& lightCenter,
H A DLayer.cpp89 Vector3 lightPos = rootRenderer.getLightCenter();
H A DMatrix.cpp409 float Matrix4::mapZ(const Vector3& orig) const {
414 void Matrix4::mapPoint3d(Vector3& vec) const {
416 const Vector3 orig(vec);
H A DMatrix.h209 float mapZ(const Vector3& orig) const;
210 void mapPoint3d(Vector3& vec) const;
H A DOpenGLRenderer.cpp76 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN})
105 void OpenGLRenderer::setLightCenter(const Vector3& lightCenter) {
H A DOpenGLRenderer.h125 void setLightCenter(const Vector3& lightCenter);
283 const Vector3& getLightCenter() const { return mState.currentLightCenter(); }
757 Vector3 mLightCenter;
H A DShadowTessellator.cpp32 const Vector3* casterPolygon, int casterVertexCount,
33 const Vector3& centroid3d, const Rect& casterBounds,
62 const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
63 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
67 Vector3 adjustedLightCenter(lightCenter);
H A DShadowTessellator.h72 const Vector3* casterPolygon, int casterVertexCount,
73 const Vector3& centroid3d, const Rect& casterBounds,
77 const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
78 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
H A DSnapshot.cpp137 Vector3 center = mRelativeLightCenter;
H A DSnapshot.h196 const Vector3& getRelativeLightCenter() const { return mRelativeLightCenter; }
197 void setRelativeLightCenter(const Vector3& lightCenter) { mRelativeLightCenter = lightCenter; }
342 Vector3 mRelativeLightCenter;
H A DSpotShadow.cpp344 void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter,
345 float size, Vector3* ret) {
365 const Vector3& lightCenter, const Vector3& polyVertex) {
390 void SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
391 float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid,
852 const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip,
1051 void SpotShadow::dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) {
H A DSpotShadow.h30 static void createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
31 float lightSize, const Vector3* poly, int polyLength,
32 const Vector3& polyCentroid, VertexBuffer& retstrips);
38 const Vector3& lightCenter, const Vector3& polyVertex);
40 static void computeLightPolygon(int points, const Vector3& lightCenter,
41 float size, Vector3* ret);
62 const Vector3* poly, int polyLength, VertexBuffer& retstrips, const Vector2& centroid);
72 static void dumpPolygon(const Vector3* poly, int polyLength, const char* polyName);
H A DTessellationCache.cpp189 static void mapPointFakeZ(Vector3& point, const mat4* transformXY, const mat4* transformZ) {
211 const Vector3& lightCenter, float lightRadius,
227 Vector3 casterPolygon[casterVertexCount];
232 casterPolygon[i] = (Vector3){point2d.x, point2d.y, 0};
242 Vector3 centroid3d = {centroid.x, centroid.y, 0};
358 const Vector3& lightCenter, float lightRadius) {
375 const Vector3& lightCenter, float lightRadius, vertexBuffer_pair_t& outBuffers) {
391 const Vector3& lightCenter, float lightRadius) {
H A DTessellationCache.h95 const Vector3& lightCenter, float lightRadius)
119 const Vector3 lightCenter;
168 const Vector3& lightCenter, float lightRadius);
172 const Vector3& lightCenter, float lightRadius,
178 const Vector3& lightCenter, float lightRadius);
230 const Vector3& lightCenter, float lightRadius,
H A DVector.h115 class Vector3 { class in namespace:android::uirenderer
121 Vector3 operator+(const Vector3& v) const {
122 return (Vector3){x + v.x, y + v.y, z + v.z};
125 Vector3 operator-(const Vector3& v) const {
126 return (Vector3){x - v.x, y - v.y, z - v.z};
129 Vector3 operator/(float s) const {
130 return (Vector3){x / s, y / s, z / s};
133 Vector3 operato
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/frameworks/base/libs/hwui/renderthread/
H A DCanvasContext.cpp171 void CanvasContext::setLightCenter(const Vector3& lightCenter) {
H A DCanvasContext.h90 void setLightCenter(const Vector3& lightCenter);

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