/external/oboe/samples/RhythmGame/third_party/glm/gtx/ |
D | hash.inl | 2 /// @file glm/gtx/hash.inl 9 /// @brief Add std::hash support for glm types 11 /// <glm/gtx/hash.inl> need to be included to use these functionalities. 13 namespace glm { namespace 25 template <typename T, glm::precision P> 26 GLM_FUNC_QUALIFIER size_t hash<glm::tvec1<T, P>>::operator()(glm::tvec1<T, P> const & v) const 32 template <typename T, glm::precision P> 33 GLM_FUNC_QUALIFIER size_t hash<glm::tvec2<T, P>>::operator()(glm::tvec2<T, P> const & v) const 37 glm::detail::hash_combine(seed, hasher(v.x)); 38 glm::detail::hash_combine(seed, hasher(v.y)); [all …]
|
D | hash.hpp | 43 template <typename T, glm::precision P> 44 struct hash<glm::tvec1<T,P> > 46 GLM_FUNC_DECL size_t operator()(glm::tvec1<T, P> const & v) const; 49 template <typename T, glm::precision P> 50 struct hash<glm::tvec2<T,P> > 52 GLM_FUNC_DECL size_t operator()(glm::tvec2<T, P> const & v) const; 55 template <typename T, glm::precision P> 56 struct hash<glm::tvec3<T,P> > 58 GLM_FUNC_DECL size_t operator()(glm::tvec3<T, P> const & v) const; 61 template <typename T, glm::precision P> [all …]
|
D | extended_min_max.inl | 2 /// @file glm/gtx/extended_min_max.inl 4 namespace glm namespace 12 return glm::min(glm::min(x, y), z); 23 return glm::min(glm::min(x, y), z); 34 return glm::min(glm::min(x, y), z); 46 return glm::min(glm::min(x, y), glm::min(z, w)); 58 return glm::min(glm::min(x, y), glm::min(z, w)); 70 return glm::min(glm::min(x, y), glm::min(z, w)); 79 return glm::max(glm::max(x, y), z); 90 return glm::max(glm::max(x, y), z); [all …]
|
D | euler_angles.inl | 2 /// @file glm/gtx/euler_angles.inl 4 #include "compatibility.hpp" // glm::atan2 6 namespace glm namespace 14 T cosX = glm::cos(angleX); 15 T sinX = glm::sin(angleX); 30 T cosY = glm::cos(angleY); 31 T sinY = glm::sin(angleY); 46 T cosZ = glm::cos(angleZ); 47 T sinZ = glm::sin(angleZ); 63 T cosX = glm::cos(angleX); [all …]
|
D | normalize_dot.inl | 2 /// @file glm/gtx/normalize_dot.inl 4 namespace glm namespace 9 return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y)); 15 return glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y)); 17 }//namespace glm
|
D | wrap.inl | 2 /// @file glm/gtx/wrap.inl 4 namespace glm namespace 9 return glm::clamp(Texcoord, vecType<T, P>(0), vecType<T, P>(1)); 21 return glm::fract(Texcoord); 33 return glm::fract(glm::abs(Texcoord)); 45 vecType<T, P> const Abs = glm::abs(Texcoord); 46 vecType<T, P> const Clamp = glm::mod(glm::floor(Abs), vecType<T, P>(2)); 47 vecType<T, P> const Floor = glm::floor(Abs); 50 return mix(Rest, vecType<T, P>(1) - Rest, glm::greaterThanEqual(Mirror, vecType<T, P>(1))); 58 }//namespace glm
|
D | log_base.inl | 2 /// @file glm/gtx/log_base.inl 4 namespace glm namespace 10 return glm::log(x) / glm::log(base); 16 return glm::log(x) / glm::log(base); 18 }//namespace glm
|
D | projection.inl | 2 /// @file glm/gtx/projection.inl 4 namespace glm namespace 9 return glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal; 11 }//namespace glm
|
D | intersect.inl | 2 /// @file glm/gtx/intersect.inl 4 namespace glm namespace 14 typename genType::value_type d = glm::dot(dir, planeNormal); 19 intersectionDistance = glm::dot(planeOrig - orig, planeNormal) / d; 37 genType p = glm::cross(dir, e2); 39 typename genType::value_type a = glm::dot(e1, p); 48 baryPosition.x = f * glm::dot(s, p); 54 genType q = glm::cross(s, e1); 55 baryPosition.y = f * glm::dot(dir, q); 61 baryPosition.z = f * glm::dot(e2, q); [all …]
|
D | simd_quat.inl | 2 /// @file glm/gtx/simd_quat.inl 4 namespace glm{ namespace 59 vec3 c = glm::cos(eulerAngles * 0.5f); 60 vec3 s = glm::sin(eulerAngles * 0.5f); 194 return glm::inverse(q) * v; 391 return glm::sqrt(dot(q, q)); 423 if (cosTheta > 1.0f - glm::epsilon<float>()) 429 float angle = glm::acos(cosTheta); 432 float s0 = glm::sin((1.0f - a) * angle); 433 float s1 = glm::sin(a * angle); [all …]
|
D | perpendicular.inl | 2 /// @file glm/gtx/perpendicular.inl 4 namespace glm namespace 15 }//namespace glm
|
/external/oboe/samples/RhythmGame/third_party/glm/gtc/ |
D | bitfield.inl | 2 /// @file glm/gtc/bitfield.inl 6 namespace glm{ namespace 19 GLM_FUNC_QUALIFIER glm::uint16 bitfieldInterleave(glm::uint8 x, glm::uint8 y) 21 glm::uint16 REG1(x); 22 glm::uint16 REG2(y); 24 REG1 = ((REG1 << 4) | REG1) & glm::uint16(0x0F0F); 25 REG2 = ((REG2 << 4) | REG2) & glm::uint16(0x0F0F); 27 REG1 = ((REG1 << 2) | REG1) & glm::uint16(0x3333); 28 REG2 = ((REG2 << 2) | REG2) & glm::uint16(0x3333); 30 REG1 = ((REG1 << 1) | REG1) & glm::uint16(0x5555); [all …]
|
/external/skqp/platform_tools/android/apps/arcore/src/main/cpp/ |
D | hello_ar_application.cc | 49 const glm::vec3 kWhite = {255, 255, 255}; 56 inline glm::vec3 GetRandomPlaneColor() { in GetRandomPlaneColor() 58 return glm::vec3(((colorRgba >> 24) & 0xff) / 255.0f, in GetRandomPlaneColor() 189 void DrawVector(SkCanvas *canvas, SkMatrix44 m, glm::vec3 begin, glm::vec3 end, SkColor c) { in DrawVector() 245 glm::mat4 view_mat; in OnDrawFrame() 246 glm::mat4 projection_mat; in OnDrawFrame() 247 ArCamera_getViewMatrix(ar_session_, ar_camera, glm::value_ptr(view_mat)); in OnDrawFrame() 250 glm::value_ptr(projection_mat)); in OnDrawFrame() 388 glm::vec3 color; in OnDrawFrame() 541 glm::vec4 pendingAnchorPos(out_hit_raw[4], out_hit_raw[5], out_hit_raw[6], 1); in OnTouchedFirst() [all …]
|
D | hello_ar_application.h | 54 SkMatrix SkiaRenderer(const glm::mat4 &proj, const glm::mat4 &view, const glm::mat4 &model); 93 … void UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 snapMat); 95 …void SetModelMatrices(glm::mat4& aaMat, glm::mat4& caMat, glm::mat4& snapMat, const glm::mat4& pla… 97 …void SetCameraAlignedMatrix(glm::mat4& caMat, glm::vec3 hitPos, glm::mat4& planeModel, const glm::… 103 glm::mat4 104 ComputeCameraAlignedMatrix(ArPlane *arPlane, glm::mat4 planeModel, glm::mat4 initRotation, 105 glm::vec4 anchorPos, 106 glm::vec3 cameraPos, glm::vec3 hitPos, 128 std::vector<glm::vec3> begins; 129 std::vector<glm::vec3> ends; [all …]
|
D | util.cc | 167 glm::mat4 *out_model_mat) { in GetTransformMatrixFromPose() 173 glm::value_ptr(*out_model_mat)); in GetTransformMatrixFromPose() 176 glm::vec3 GetPlaneNormal(const ArSession *ar_session, in GetPlaneNormal() 180 glm::quat plane_quaternion(plane_pose_raw[3], plane_pose_raw[0], in GetPlaneNormal() 184 return glm::rotate(plane_quaternion, glm::vec3(0., 1.f, 0.)); in GetPlaneNormal() 192 glm::vec3 plane_position(plane_pose_raw[4], plane_pose_raw[5], in CalculateDistanceToPlane() 194 glm::vec3 normal = GetPlaneNormal(ar_session, plane_pose); in CalculateDistanceToPlane() 198 glm::vec3 camera_P_plane(camera_pose_raw[4] - plane_position.x, in CalculateDistanceToPlane() 201 return glm::dot(normal, camera_P_plane); in CalculateDistanceToPlane() 204 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]) { in GetCameraRotationMatrix() [all …]
|
D | util.h | 101 …void GetTransformMatrixFromPose(ArSession *ar_session, const ArPose *ar_pose, glm::mat4 *out_model… 104 glm::vec3 GetPlaneNormal(const ArSession *ar_session, const ArPose &plane_pose); 112 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]); 115 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera… 118 SkMatrix44 GlmMatToSkMat(const glm::mat4 m); 119 glm::mat4 SkMatToGlmMat(const SkMatrix44 m); 126 void LogGlmMat(glm::mat4 m, char *type); 132 float Dot(glm::vec3 u, glm::vec3 v); 133 float Magnitude(glm::vec3 u); 134 float AngleRad(glm::vec3 u, glm::vec3 v); [all …]
|
D | plane_renderer.h | 46 void Draw(const glm::mat4 &projection_mat, const glm::mat4 &view_mat, 48 const glm::vec3 &color); 53 std::vector<glm::vec3> vertices_; 55 glm::mat4 model_mat_ = glm::mat4(1.0f); 56 glm::vec3 normal_vec_ = glm::vec3(0.0f);
|
D | plane_renderer.cc | 99 void PlaneRenderer::Draw(const glm::mat4 &projection_mat, in Draw() 100 const glm::mat4 &view_mat, const ArSession *ar_session, in Draw() 101 const ArPlane *ar_plane, const glm::vec3 &color) { in Draw() 118 glm::value_ptr(projection_mat * view_mat * model_mat_)); in Draw() 121 glm::value_ptr(model_mat_)); in Draw() 163 std::vector<glm::vec2> raw_vertices(vertices_size); in UpdateForPlane() 165 glm::value_ptr(raw_vertices.front())); in UpdateForPlane() 171 vertices_.push_back(glm::vec3(raw_vertices[i].x, raw_vertices[i].y, 0.0f)); in UpdateForPlane() 177 glm::value_ptr(model_mat_)); in UpdateForPlane() 188 glm::vec2 v = raw_vertices[i]; in UpdateForPlane() [all …]
|
/external/oboe/samples/RhythmGame/third_party/glm/detail/ |
D | type_int.hpp | 15 namespace glm{ namespace 295 GLM_STATIC_ASSERT(sizeof(glm::int8) == 1, "int8 size isn't 1 byte on this platform"); 296 GLM_STATIC_ASSERT(sizeof(glm::int16) == 2, "int16 size isn't 2 bytes on this platform"); 297 GLM_STATIC_ASSERT(sizeof(glm::int32) == 4, "int32 size isn't 4 bytes on this platform"); 298 GLM_STATIC_ASSERT(sizeof(glm::int64) == 8, "int64 size isn't 8 bytes on this platform"); 300 GLM_STATIC_ASSERT(sizeof(glm::uint8) == 1, "uint8 size isn't 1 byte on this platform"); 301 GLM_STATIC_ASSERT(sizeof(glm::uint16) == 2, "uint16 size isn't 2 bytes on this platform"); 302 GLM_STATIC_ASSERT(sizeof(glm::uint32) == 4, "uint32 size isn't 4 bytes on this platform"); 303 GLM_STATIC_ASSERT(sizeof(glm::uint64) == 8, "uint64 size isn't 8 bytes on this platform");
|
D | precision.hpp | 8 namespace glm namespace 37 template <glm::precision P> 45 struct is_aligned<glm::aligned_lowp> 51 struct is_aligned<glm::aligned_mediump> 57 struct is_aligned<glm::aligned_highp>
|
D | func_integer.inl | 2 /// @file glm/detail/func_integer.inl 24 namespace glm{ namespace 33 …template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Al… 42 …template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Al… 51 …template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Al… 60 …template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Al… 77 return glm::bitCount(~Value & (Value - static_cast<genIUType>(1))); 107 …template <typename T, glm::precision P, template <class, glm::precision> class vecType, bool EXEC … 116 template <typename T, glm::precision P, template <typename, glm::precision> class vecType> 125 template <typename T, glm::precision P, template <typename, glm::precision> class vecType, int> [all …]
|
D | type_mat4x4_simd.inl | 2 /// @file glm/detail/type_mat4x4_sse2.inl 4 namespace glm namespace 7 }//namespace glm
|
D | func_packing_simd.inl | 2 /// @file glm/detail/func_packing_simd.inl 4 namespace glm{ namespace 9 }//namespace glm
|
D | func_vector_relational_simd.inl | 2 /// @file glm/detail/func_vector_relational_simd.inl 4 namespace glm{ namespace 9 }//namespace glm
|
D | func_integer_simd.inl | 2 /// @file glm/detail/func_integer_simd.inl 8 namespace glm{ namespace 11 template <glm::precision P> 32 template <glm::precision P> 66 }//namespace glm
|