/frameworks/rs/java/tests/VrDemo/src/com/example/android/rs/vr/engine/ |
H A D | Quaternion.java | 48 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));
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H A D | bugdroid.rs | 68 static float distanceCircle(float3 center, float radius, float3 normal,
71 float tmp1 = dot(normal, pc);
77 static short circle(float3 center, float circleRadius, float3 normal, float rad,
80 * sigmoid(distanceCircle(center, circleRadius, normal, img) - rad));
83 static float distanceDisk(float3 center, float radius, float3 normal,
86 float tmp1 = dot(normal, pc);
89 if (length(pc - dot(normal, pc) * normal) > radius) {
96 static short disk(float3 center, float circleRadius, float3 normal, float rad,
99 * sigmoid(distanceDisk(center, circleRadius, normal, im [all...] |
H A D | vr.rs | 264 float3 normal = dv;
265 float3 r = 2 * normal * dot(mLight, normal) - mLight;
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/frameworks/base/tools/aapt/ |
H A D | pseudolocalize.cpp | 235 * processed by ResTable::collectString in the normal way.
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/frameworks/native/opengl/libagl/ |
H A D | array.cpp | 111 c->arrays.normal.size = 4; 112 c->arrays.normal.type = GL_FLOAT; 440 case GL_NORMAL_ARRAY: a = &c->arrays.normal; break; 1120 if (c->lighting.enable) { // needs normal transforms and eye coords 1155 am.normal.fetch = currentNormal; 1165 if (am.normal.enable) { 1166 am.normal.resolve(); 1167 if (am.normal.bo || am.normal.pointer) { 1168 am.normal [all...] |
H A D | context.h | 203 array_t normal; member in struct:android::gl::array_machine_t
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H A D | light.cpp | 353 // transform each normal. However, we might still have to normalize 356 c->arrays.normal.fetch(c, n.v, 357 c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
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/frameworks/base/libs/hwui/ |
H A D | PathTessellator.cpp | 83 * 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 [all...] |
H A D | SpotShadow.cpp | 71 * 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;
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/frameworks/base/core/java/android/text/format/ |
H A D | TimeFormatter.java | 445 private static String getFormat(int modifier, String normal, String underscore, String dash, argument 455 return normal;
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