Searched refs:dz (Results 1 – 10 of 10) sorted by relevance
/frameworks/rs/java/tests/VrDemo/src/com/example/android/rs/vr/engine/ |
D | vr.rs | 28 float3 dz; 50 dz = rsMatrixMultiply(&matrix3, (float3) {0.f, 0.f, 1.f}); 51 zoomFactor = dz.x * dz.x + dz.y * dz.y + dz.z * dz.z; 59 mLight = mLightRelitvePos.x + dx + mLightRelitvePos.y * dy + mLightRelitvePos.z * dz; 61 rscale = 1.5f/length(dz); 112 float3 p = s + x * dx + y * dy + dz * zstart; 179 p += dz * jitter[(x+(y<<11))%JITTER_LENGTH]; 256 float dot_prod = dot(dv, dz); 266 float spec = dot(r, dz); 285 p += dz;
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D | ViewMatrix.java | 265 int dz = ((dir >> 0) & 0xF); in look() local 272 if (dz > 1) { in look() 273 dz = -1; in look() 277 mLookPoint[2] + 2 * mScreenWidth * dz}; in look() 278 double[] zv = new double[]{-dx, -dy, -dz}; in look() 363 double dz = Math.sqrt(Math.abs(1 - (dx * dx + dy * dy))); in ballToVec() local 366 v[2] = dz; in ballToVec()
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/frameworks/base/libs/hwui/ |
D | Matrix.cpp | 433 float dz = x * data[kPerspective0] + y * data[kPerspective1] + data[kPerspective2]; in mapPoint() local 434 if (dz) dz = 1.0f / dz; in mapPoint() 436 x = dx * dz; in mapPoint() 437 y = dy * dz; in mapPoint()
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D | CanvasState.cpp | 169 void CanvasState::translate(float dx, float dy, float dz) { in translate() argument 170 mSnapshot->transform->translate(dx, dy, dz); in translate()
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D | CanvasState.h | 109 void translate(float dx, float dy, float dz = 0.0f);
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D | OpenGLRenderer.h | 303 void translate(float dx, float dy, float dz = 0.0f);
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D | OpenGLRenderer.cpp | 2040 void OpenGLRenderer::translate(float dx, float dy, float dz) { 2041 mState.translate(dx, dy, dz);
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/frameworks/base/graphics/java/android/graphics/ |
D | Camera.java | 161 public native float dotWithNormal(float dx, float dy, float dz); in dotWithNormal() argument
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/frameworks/base/core/jni/android/graphics/ |
D | Camera.cpp | 35 jfloat dx, jfloat dy, jfloat dz) { in Camera_translate() argument 38 v->translate(dx, dy, dz); in Camera_translate()
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/frameworks/base/core/jni/android/opengl/ |
D | util.cpp | 394 float dz = z1 - z0; in util_computeBoundingSphere() local 397 *pSphere++ = z0 + dz * 0.5f; in util_computeBoundingSphere() 398 *pSphere++ = distance(dx, dy, dz) * 0.5f; in util_computeBoundingSphere()
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