Lines Matching refs:EmulatedScene

39 #define G (EmulatedScene::GRASS * EmulatedScene::NUM_CHANNELS)
40 #define S (EmulatedScene::GRASS_SHADOW * EmulatedScene::NUM_CHANNELS)
41 #define H (EmulatedScene::HILL * EmulatedScene::NUM_CHANNELS)
42 #define W (EmulatedScene::WALL * EmulatedScene::NUM_CHANNELS)
43 #define R (EmulatedScene::ROOF * EmulatedScene::NUM_CHANNELS)
44 #define D (EmulatedScene::DOOR * EmulatedScene::NUM_CHANNELS)
45 #define C (EmulatedScene::CHIMNEY * EmulatedScene::NUM_CHANNELS)
46 #define I (EmulatedScene::WINDOW * EmulatedScene::NUM_CHANNELS)
47 #define U (EmulatedScene::SUN * EmulatedScene::NUM_CHANNELS)
48 #define K (EmulatedScene::SKY * EmulatedScene::NUM_CHANNELS)
49 #define M (EmulatedScene::MOON * EmulatedScene::NUM_CHANNELS)
51 const uint8_t EmulatedScene::kScene[EmulatedScene::kSceneWidth *
52 EmulatedScene::kSceneHeight] = {
89 EmulatedScene::EmulatedScene(int sensor_width_px, int sensor_height_px, in EmulatedScene() function in android::EmulatedScene
117 EmulatedScene::~EmulatedScene() { in ~EmulatedScene()
125 void EmulatedScene::Initialize(int sensor_width_px, int sensor_height_px, in Initialize()
143 Return<void> EmulatedScene::SensorHandler::onEvent(const Event& e) { in onEvent()
174 void EmulatedScene::SetColorFilterXYZ(float rX, float rY, float rZ, float grX, in SetColorFilterXYZ()
191 void EmulatedScene::SetHour(int hour) { in SetHour()
196 int EmulatedScene::GetHour() const { in GetHour()
200 void EmulatedScene::SetExposureDuration(float seconds) { in SetExposureDuration()
204 void EmulatedScene::SetTestPattern(bool enabled) { in SetTestPattern()
208 void EmulatedScene::SetTestPatternData(uint32_t data[4]) { in SetTestPatternData()
212 void EmulatedScene::CalculateScene(nsecs_t time, int32_t handshake_divider) { in CalculateScene()
413 void EmulatedScene::InitiliazeSceneRotation(bool clock_wise) { in InitiliazeSceneRotation()
446 void EmulatedScene::InitializeSensorQueue() { in InitializeSensorQueue()
492 void EmulatedScene::SetReadoutPixel(int x, int y) { in SetReadoutPixel()
503 const uint32_t* EmulatedScene::GetPixelElectrons() { in GetPixelElectrons()
523 const uint32_t* EmulatedScene::GetPixelElectronsColumn() { in GetPixelElectronsColumn()
543 const float EmulatedScene::kHorizShakeFreq1 = 2 * M_PI * 2 / 1e9; // 2 Hz
544 const float EmulatedScene::kHorizShakeFreq2 = 2 * M_PI * 13 / 1e9; // 13 Hz
545 const float EmulatedScene::kVertShakeFreq1 = 2 * M_PI * 3 / 1e9; // 3 Hz
546 const float EmulatedScene::kVertShakeFreq2 = 2 * M_PI * 11 / 1e9; // 1 Hz
547 const float EmulatedScene::kFreq1Magnitude = 5;
548 const float EmulatedScene::kFreq2Magnitude = 1;
549 const float EmulatedScene::kShakeFraction =
553 const float EmulatedScene::kAperture = 2.8;
556 const float EmulatedScene::kSunlight[24 / kTimeStep] = {
571 const float EmulatedScene::kMoonlight[24 / kTimeStep] = {
585 const int EmulatedScene::kSunOverhead = 12;
586 const int EmulatedScene::kMoonOverhead = 0;
589 const float EmulatedScene::kDirectSunIllum = 100000;
590 const float EmulatedScene::kSunsetIllum = 400;
591 const float EmulatedScene::kTwilightIllum = 4;
593 const float EmulatedScene::kFullMoonIllum = 1;
595 const float EmulatedScene::kDaylightShadeIllum = 20000;
596 const float EmulatedScene::kClearNightIllum = 2e-3;
597 const float EmulatedScene::kStarIllum = 2e-6;
598 const float EmulatedScene::kLivingRoomIllum = 50;
600 const float EmulatedScene::kIncandescentXY[2] = {0.44757f, 0.40745f};
601 const float EmulatedScene::kDirectSunlightXY[2] = {0.34842f, 0.35161f};
602 const float EmulatedScene::kDaylightXY[2] = {0.31271f, 0.32902f};
603 const float EmulatedScene::kNoonSkyXY[2] = {0.346f, 0.359f};
604 const float EmulatedScene::kMoonlightXY[2] = {0.34842f, 0.35161f};
605 const float EmulatedScene::kSunsetXY[2] = {0.527f, 0.413f};
607 const uint8_t EmulatedScene::kSelfLit = 0x01;
608 const uint8_t EmulatedScene::kShadowed = 0x02;
609 const uint8_t EmulatedScene::kSky = 0x04;
613 const float EmulatedScene::kMaterials_xyY[EmulatedScene::NUM_MATERIALS][3] = {
627 const uint8_t EmulatedScene::kMaterialsFlags[EmulatedScene::NUM_MATERIALS] = {