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author | Tim Murray <timmurray@google.com> | 2013-12-17 13:28:17 -0800 |
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committer | Tim Murray <timmurray@google.com> | 2013-12-17 13:28:17 -0800 |
commit | d1576fb039f018ea4d55abbb2c03d542011be399 (patch) | |
tree | e69fc47ea873621e2106d69e3d08c6d8e5d7fc93 /rs/java/android/renderscript/Float4.java | |
parent | 0a11eb10ff08ad7a683cfc7c458b6625b955df2c (diff) | |
download | frameworks_base-d1576fb039f018ea4d55abbb2c03d542011be399.zip frameworks_base-d1576fb039f018ea4d55abbb2c03d542011be399.tar.gz frameworks_base-d1576fb039f018ea4d55abbb2c03d542011be399.tar.bz2 |
Move RenderScript from graphics/ to new fw/base subdirectory rs.
Change-Id: I30b6633578f063840e1bdbcc9ba513b727912a6d
Diffstat (limited to 'rs/java/android/renderscript/Float4.java')
-rw-r--r-- | rs/java/android/renderscript/Float4.java | 450 |
1 files changed, 450 insertions, 0 deletions
diff --git a/rs/java/android/renderscript/Float4.java b/rs/java/android/renderscript/Float4.java new file mode 100644 index 0000000..6541b2e --- /dev/null +++ b/rs/java/android/renderscript/Float4.java @@ -0,0 +1,450 @@ +/* + * Copyright (C) 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package android.renderscript; + +/** + * Vector version of the basic float type. + * Provides four float fields packed. + */ +public class Float4 { + public float x; + public float y; + public float z; + public float w; + + public Float4() { + } + /** @hide */ + public Float4(Float4 data) { + this.x = data.x; + this.y = data.y; + this.z = data.z; + this.w = data.w; + } + + public Float4(float x, float y, float z, float w) { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + /** @hide + * Vector add + * + * @param a + * @param b + * @return + */ + public static Float4 add(Float4 a, Float4 b) { + Float4 res = new Float4(); + res.x = a.x + b.x; + res.y = a.y + b.y; + res.z = a.z + b.z; + res.w = a.w + b.w; + + return res; + } + + /** @hide + * Vector add + * + * @param value + */ + public void add(Float4 value) { + x += value.x; + y += value.y; + z += value.z; + w += value.w; + } + + /** @hide + * Vector add + * + * @param value + */ + public void add(float value) { + x += value; + y += value; + z += value; + w += value; + } + + /** @hide + * Vector add + * + * @param a + * @param b + * @return + */ + public static Float4 add(Float4 a, float b) { + Float4 res = new Float4(); + res.x = a.x + b; + res.y = a.y + b; + res.z = a.z + b; + res.w = a.w + b; + + return res; + } + + /** @hide + * Vector subtraction + * + * @param value + */ + public void sub(Float4 value) { + x -= value.x; + y -= value.y; + z -= value.z; + w -= value.w; + } + + /** @hide + * Vector subtraction + * + * @param value + */ + public void sub(float value) { + x -= value; + y -= value; + z -= value; + w -= value; + } + + /** @hide + * Vector subtraction + * + * @param a + * @param b + * @return + */ + public static Float4 sub(Float4 a, float b) { + Float4 res = new Float4(); + res.x = a.x - b; + res.y = a.y - b; + res.z = a.z - b; + res.w = a.w - b; + + return res; + } + + /** @hide + * Vector subtraction + * + * @param a + * @param b + * @return + */ + public static Float4 sub(Float4 a, Float4 b) { + Float4 res = new Float4(); + res.x = a.x - b.x; + res.y = a.y - b.y; + res.z = a.z - b.z; + res.w = a.w - b.w; + + return res; + } + + /** @hide + * Vector multiplication + * + * @param value + */ + public void mul(Float4 value) { + x *= value.x; + y *= value.y; + z *= value.z; + w *= value.w; + } + + /** @hide + * Vector multiplication + * + * @param value + */ + public void mul(float value) { + x *= value; + y *= value; + z *= value; + w *= value; + } + + /** @hide + * Vector multiplication + * + * @param a + * @param b + * @return + */ + public static Float4 mul(Float4 a, Float4 b) { + Float4 res = new Float4(); + res.x = a.x * b.x; + res.y = a.y * b.y; + res.z = a.z * b.z; + res.w = a.w * b.w; + + return res; + } + + /** @hide + * Vector multiplication + * + * @param a + * @param b + * @return + */ + public static Float4 mul(Float4 a, float b) { + Float4 res = new Float4(); + res.x = a.x * b; + res.y = a.y * b; + res.z = a.z * b; + res.w = a.w * b; + + return res; + } + + /** @hide + * Vector division + * + * @param value + */ + public void div(Float4 value) { + x /= value.x; + y /= value.y; + z /= value.z; + w /= value.w; + } + + /** @hide + * Vector division + * + * @param value + */ + public void div(float value) { + x /= value; + y /= value; + z /= value; + w /= value; + } + + /** @hide + * Vector division + * + * @param a + * @param b + * @return + */ + public static Float4 div(Float4 a, float b) { + Float4 res = new Float4(); + res.x = a.x / b; + res.y = a.y / b; + res.z = a.z / b; + res.w = a.w / b; + + return res; + } + + /** @hide + * Vector division + * + * @param a + * @param b + * @return + */ + public static Float4 div(Float4 a, Float4 b) { + Float4 res = new Float4(); + res.x = a.x / b.x; + res.y = a.y / b.y; + res.z = a.z / b.z; + res.w = a.w / b.w; + + return res; + } + + /** @hide + * Vector dot Product + * + * @param a + * @return + */ + public float dotProduct(Float4 a) { + return (x * a.x) + (y * a.y) + (z * a.z) + (w * a.w); + } + + /** @hide + * Vector dot Product + * + * @param a + * @param b + * @return + */ + public static float dotProduct(Float4 a, Float4 b) { + return (b.x * a.x) + (b.y * a.y) + (b.z * a.z) + (b.w * a.w); + } + + /** @hide + * Vector add Multiple + * + * @param a + * @param factor + */ + public void addMultiple(Float4 a, float factor) { + x += a.x * factor; + y += a.y * factor; + z += a.z * factor; + w += a.w * factor; + } + + /** @hide + * set vector value by float4 + * + * @param a + */ + public void set(Float4 a) { + this.x = a.x; + this.y = a.y; + this.z = a.z; + this.w = a.w; + } + + /** @hide + * set vector negate + */ + public void negate() { + x = -x; + y = -y; + z = -z; + w = -w; + } + + /** @hide + * get vector length + * + * @return + */ + public int length() { + return 4; + } + + /** @hide + * return the element sum of vector + * + * @return + */ + public float elementSum() { + return x + y + z + w; + } + + /** @hide + * get the vector field value by index + * + * @param i + * @return + */ + public float get(int i) { + switch (i) { + case 0: + return x; + case 1: + return y; + case 2: + return z; + case 3: + return w; + default: + throw new IndexOutOfBoundsException("Index: i"); + } + } + + /** @hide + * set the vector field value by index + * + * @param i + * @param value + */ + public void setAt(int i, float value) { + switch (i) { + case 0: + x = value; + return; + case 1: + y = value; + return; + case 2: + z = value; + return; + case 3: + w = value; + return; + default: + throw new IndexOutOfBoundsException("Index: i"); + } + } + + /** @hide + * add the vector field value by index + * + * @param i + * @param value + */ + public void addAt(int i, float value) { + switch (i) { + case 0: + x += value; + return; + case 1: + y += value; + return; + case 2: + z += value; + return; + case 3: + w += value; + return; + default: + throw new IndexOutOfBoundsException("Index: i"); + } + } + + /** @hide + * set the vector field value + * + * @param x + * @param y + * @param z + * @param w + */ + public void setValues(float x, float y, float z, float w) { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + /** @hide + * copy the vector to float array + * + * @param data + * @param offset + */ + public void copyTo(float[] data, int offset) { + data[offset] = x; + data[offset + 1] = y; + data[offset + 2] = z; + data[offset + 3] = w; + } +} |