/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/pooling/arrays/ |
H A D | Vec2Array.java | 51 final Vec2[] ray = new Vec2[argLength]; 52 for (int i = 0; i < ray.length; i++) { 53 ray[i] = new Vec2(); 55 return ray;
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H A D | GeneratorArray.java | 24 final VoronoiDiagram.Generator[] ray = new VoronoiDiagram.Generator[length]; 25 for (int i = 0; i < ray.length; i++) { 26 ray[i] = new VoronoiDiagram.Generator(); 28 return ray;
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/common/ |
H A D | BufferUtils.java | 91 public static <T> void rotate(T[] ray, int first, int new_first, int last) { argument 94 T temp = ray[first]; 95 ray[first] = ray[next]; 96 ray[next] = temp; 108 public static void rotate(int[] ray, int first, int new_first, int last) { argument 111 int temp = ray[first]; 112 ray[first] = ray[next]; 113 ray[nex 125 rotate(float[] ray, int first, int new_first, int last) argument [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/math/ |
H A D | Intersector.java | 302 /** Intersect two 2D Rays and return the scalar parameter of the first ray at the intersection point. You can get the 305 * @param start1 Where the first ray start 306 * @param direction1 The direction the first ray is pointing 307 * @param start2 Where the second ray start 308 * @param direction2 The direction the second ray is pointing 309 * @return scalar parameter on the first ray describing the point where the intersection happens. May be negative. In case the 326 * @param ray The ray 330 public static boolean intersectRayPlane (Ray ray, Plane plane, Vector3 intersection) { argument 331 float denom = ray 383 intersectRayTriangle(Ray ray, Vector3 t1, Vector3 t2, Vector3 t3, Vector3 intersection) argument 432 intersectRaySphere(Ray ray, Vector3 center, float radius, Vector3 intersection) argument 461 intersectRayBounds(Ray ray, BoundingBox box, Vector3 intersection) argument 561 intersectRayBoundsFast(Ray ray, BoundingBox box) argument 571 intersectRayBoundsFast(Ray ray, Vector3 center, Vector3 dimensions) argument 619 intersectRayTriangles(Ray ray, float[] triangles, Vector3 intersection) argument 656 intersectRayTriangles(Ray ray, float[] vertices, short[] indices, int vertexSize, Vector3 intersection) argument 696 intersectRayTriangles(Ray ray, List<Vector3> triangles, Vector3 intersection) argument [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/math/collision/ |
H A D | Ray.java | 24 /** Encapsulates a ray having a starting position and a unit length direction.
34 /** Constructor, sets the starting position of the ray and the direction.
43 /** @return a copy of this ray. */
58 /** Multiplies the ray by the given matrix. Use this to transform a ray into another coordinate system.
61 * @return This ray for chaining. */
72 return "ray [" + origin + ":" + direction + "]";
75 /** Sets the starting position and the direction of this ray.
79 * @return this ray for chaining */
86 /** Sets this ray fro 105 set(Ray ray) argument [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/ |
H A D | RayCastTest.java | 47 instructions = "Tap a box to ray cast\nLong press to toggle debug mode\nSwipe for next test\nCtrl+drag to rotate\nScroll to zoom"; 74 Ray ray = camera.getPickRay(x, y); 75 rayFrom.set(ray.origin); 76 rayTo.set(ray.direction).scl(50f).add(rayFrom); // 50 meters max from the origin 91 body.applyCentralImpulse(tmpV2.set(ray.direction).scl(20f));
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H A D | BaseBulletTest.java | 220 Ray ray = camera.getPickRay(x, y); 221 BulletEntity entity = world.add(what, ray.origin.x, ray.origin.y, ray.origin.z); 224 ((btRigidBody)entity.body).applyCentralImpulse(ray.direction.scl(impulse));
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H A D | TriangleRaycastTest.java | 69 // The hit with lowest hitFraction is closest to the ray origin. 109 instructions = "Tap a triangle to ray cast\nLong press to toggle debug mode\nSwipe for next test\nCtrl+drag to rotate\nScroll to zoom"; 152 Ray ray = camera.getPickRay(screenX, screenY); 153 rayFrom.set(ray.origin); 154 rayTo.set(ray.direction).scl(100).add(rayFrom);
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H A D | RayPickRagdollTest.java | 94 Ray ray = camera.getPickRay(screenX, screenY); 95 tmpV1.set(ray.direction).scl(10f).add(ray.origin); 96 ClosestRayResultCallback cb = new ClosestRayResultCallback(ray.origin, tmpV1); 97 world.collisionWorld.rayTest(ray.origin, tmpV1, cb); 147 Ray ray = camera.getPickRay(screenX, screenY); 148 tmpV1.set(ray.direction).scl(pickDistance).add(camera.position);
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/ |
H A D | Camera.java | 62 private final Ray ray = new Ray(new Vector3(), new Vector3());
field in class:Camera 253 unproject(ray.origin.set(screenX, screenY, 0), viewportX, viewportY, viewportWidth, viewportHeight);
254 unproject(ray.direction.set(screenX, screenY, 1), viewportX, viewportY, viewportWidth, viewportHeight);
255 ray.direction.sub(ray.origin).nor();
256 return ray;
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/external/v8/benchmarks/ |
H A D | raytrace.js | 1 // The ray tracer code in this file is written by Adam Burmister. It 9 // JavaScript framework which is used by the ray tracer. 17 // the scene was ray traced correctly. 53 // The rest of this file is the actual ray tracer written by Adam 59 // flog/ray.js 426 intersect: function(ray){ 430 var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position); 432 var B = dst.dot(ray.direction); 440 ray.position, 442 ray [all...] |
/external/skia/src/pathops/ |
H A D | SkPathOpsCurve.h | 235 static void line_intersect_ray(const SkPoint a[2], SkScalar , const SkDLine& ray, argument 239 i->intersectRay(line, ray); 242 static void quad_intersect_ray(const SkPoint a[3], SkScalar , const SkDLine& ray, argument 246 i->intersectRay(quad, ray); 249 static void conic_intersect_ray(const SkPoint a[3], SkScalar weight, const SkDLine& ray, argument 253 i->intersectRay(conic, ray); 256 static void cubic_intersect_ray(const SkPoint a[4], SkScalar , const SkDLine& ray, argument 260 i->intersectRay(cubic, ray);
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H A D | SkOpSegment.cpp | 1689 SkDLine ray = {{{midPt.fX, midPt.fY}, local 1691 (*CurveIntersectRay[opp->verb()])(opp->pts(), opp->weight(), ray, &i);
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/external/skia/src/core/ |
H A D | SkStroke.cpp | 231 ResultType strokeCloseEnough(const SkPoint stroke[3], const SkPoint ray[2], 967 const SkPoint ray[2], SkQuadConstruct* quadPts STROKER_DEBUG_PARAMS(int depth)) const { 970 if (points_within_dist(ray[0], strokeMid, fInvResScale)) { // if the difference is small 979 "points_within_dist(ray[0]=%g,%g, strokeMid=%g,%g, fInvResScale=%g)", 980 ray[0].fX, ray[0].fY, strokeMid.fX, strokeMid.fY, fInvResScale); 984 if (!ptInQuadBounds(stroke, ray[0])) { // if far, subdivide 986 "!pt_in_quad_bounds(stroke=(%g,%g %g,%g %g,%g), ray[0]=%g,%g)", 988 ray[0].fX, ray[ [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/pooling/normal/ |
H A D | DefaultWorldPool.java | 272 Vec2[] ray = new Vec2[argLength]; 274 ray[i] = new Vec2(); 276 avecs.put(argLength, ray);
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/external/opencv3/samples/cpp/tutorial_code/calib3d/real_time_pose_estimation/src/ |
H A D | PnPProblem.cpp | 222 cv::Mat ray = X_w - C_op; // 3x1 local 223 ray = ray / cv::norm(ray); // 3x1 226 Ray R((cv::Point3f)C_op, (cv::Point3f)ray); 284 // If determinant is near zero, ray lie in plane of triangle 291 //calculate distance from V1 to ray origin 311 if(t > EPSILON) { //ray intersection
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/external/skia/tests/ |
H A D | PathOpsAngleIdeas.cpp | 510 SkDVector ray = q.ptAtT(smallT) - origin; 512 if (ray.fX * end.fX < 0 || ray.fY * end.fY < 0) { 515 double rayDist = ray.length(); 529 SkDVector ray = q.ptAtT(t) - origin; 531 double rayDist = ray.length(); 534 double midXray = mid.crossCheck(ray); 661 If the hulls overlap, and have the same general direction, then intersect the shorter end point ray
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/external/pdfium/third_party/lcms2-2.6/src/ |
H A D | cmssm.c | 478 cmsLine ray; local 500 // Create a ray line from centre to this point 502 LineOf2Points(&ray, &Lab, &Centre); 522 ClosestLineToLine(&temp, &ray, &edge);
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/external/opencv3/3rdparty/openexr/Imath/ |
H A D | ImathBoxAlgo.h | 71 // const Line3<T> &ray, 74 // bool intersects(const Box<Vec3<T>> &box, const Line3<T> &ray) 443 // Compute the points where a ray, r, enters and exits a box, b: 447 // - true if the ray starts inside the box or if the 448 // ray starts outside and intersects the box 450 // - false otherwise (that is, if the ray does not 458 // side of the ray's origin) 467 // No ray intersects an empty box 474 // The following description assumes that the ray's origin is outside 479 // towards the ray' 1006 intersects(const Box< Vec3<T> > &box, const Line3<T> &ray) argument [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/particle/ |
H A D | ParticleSystem.java | 1613 private static final int lowerBound(Proxy[] ray, int length, long tag) { argument 1619 if (ray[curr].tag < tag) { 1629 private static final int upperBound(Proxy[] ray, int length, long tag) { argument 1635 if (ray[curr].tag <= tag) {
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