Searched refs:Vector2 (Results 1 – 10 of 10) sorted by relevance
/frameworks/base/libs/hwui/ |
D | SpotShadow.h | 37 static float projectCasterToOutline(Vector2& outline, 44 static float rayIntersectPoly(const Vector2* poly, int polyLength, 45 const Vector2& point, float dx, float dy); 47 static void xsort(Vector2* points, int pointsLength); 48 static int hull(Vector2* points, int pointsLength, Vector2* retPoly); 50 static void sort(Vector2* poly, int polyLength, const Vector2& center); 52 static void swap(Vector2* points, int i, int j); 53 static void quicksortCirc(Vector2* points, int low, int high, const Vector2& center); 54 static void quicksortX(Vector2* points, int low, int high); 56 static bool testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len); [all …]
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D | Vector.h | 31 struct Vector2 { struct 43 void operator+=(const Vector2& v) { argument 48 void operator-=(const Vector2& v) { 73 Vector2 operator+(const Vector2& v) const { 74 return (Vector2){x + v.x, y + v.y}; 77 Vector2 operator-(const Vector2& v) const { 78 return (Vector2){x - v.x, y - v.y}; 81 Vector2 operator/(float s) const { 82 return (Vector2){x / s, y / s}; 85 Vector2 operator*(float s) const { [all …]
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D | SpotShadow.cpp | 75 Vector2 position; 76 Vector2 normal; 102 static float angle(const Vector2& point, const Vector2& center) { in angle() 118 static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, in rayIntersectPoints() 119 const Vector2& p1, const Vector2& p2) { in rayIntersectPoints() 146 void SpotShadow::xsort(Vector2* points, int pointsLength) { in xsort() 147 auto cmp = [](const Vector2& a, const Vector2& b) -> bool { in xsort() 161 int SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) { in hull() 164 Vector2 lUpper[n]; in hull() 185 Vector2 lLower[n]; in hull() [all …]
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D | ShadowTessellator.h | 81 static Vector2 centroid2d(const Vector2* poly, int polyLength); 83 static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2); 85 static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
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D | AmbientShadow.cpp | 68 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) { in getNormalFromVertices() 70 Vector2 currentVertex = { vertices[current].x, vertices[current].y }; in getNormalFromVertices() 71 Vector2 nextVertex = { vertices[next].x, vertices[next].y }; in getNormalFromVertices() 82 inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike, in getEdgeExtraAndUpdateSpike() 84 Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y}; in getEdgeExtraAndUpdateSpike() 174 Vector2 previousNormal = getNormalFromVertices(casterVertices, in createAmbientShadow() 176 Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, in createAmbientShadow() 196 Vector2 currentNormal = getNormalFromVertices(casterVertices, i, in createAmbientShadow() 223 Vector2 outerStart = {0, 0}; in createAmbientShadow() 224 Vector2 outerLast = {0, 0}; in createAmbientShadow() [all …]
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D | ShadowTessellator.cpp | 124 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { in centroid2d() 141 Vector2 centroid = poly[0]; in centroid2d() 143 centroid = (Vector2){static_cast<float>(sumx / (3 * area)), in centroid2d() 152 Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) { in calculateNormal() 153 Vector2 result = p2 - p1; in calculateNormal() 164 int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1, in getExtraVertexNumber() 165 const Vector2& vector2, float divisor) { in getExtraVertexNumber()
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D | PathTessellator.cpp | 92 inline static Vector2 totalOffsetFromNormals(const Vector2& normalA, const Vector2& normalB) { in totalOffsetFromNormals() 131 inline void scaleOffsetForStrokeWidth(Vector2& offset) const { in scaleOffsetForStrokeWidth() 145 inline Vector2 deriveAAOffset(const Vector2& offset) const { in deriveAAOffset() 146 return (Vector2){offset.x * 0.5f * inverseScaleX, offset.y * 0.5f * inverseScaleY}; in deriveAAOffset() 215 Vector2 lastNormal = {current->y - last->y, last->x - current->x}; in getStrokeVerticesFromPerimeter() 219 Vector2 nextNormal = {next->y - current->y, current->x - next->x}; in getStrokeVerticesFromPerimeter() 222 Vector2 totalOffset = totalOffsetFromNormals(lastNormal, nextNormal); in getStrokeVerticesFromPerimeter() 245 const Vector2& normal, Vertex* buffer, int& currentIndex, bool begin) { in storeBeginEnd() 246 Vector2 strokeOffset = normal; in storeBeginEnd() 249 Vector2 referencePoint = {center.x, center.y}; in storeBeginEnd() [all …]
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D | Vertex.h | 48 static inline void set(Vertex* vertex, Vector2 val) { in set()
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D | TessellationCache.cpp | 238 Vector2 centroid = ShadowTessellator::centroid2d( in tessellateShadows() 239 reinterpret_cast<const Vector2*>(&casterVertices2d.front()), in tessellateShadows()
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | eigen.h | 14 using Vector2 = Vector<T, 2>; variable
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