/dports/math/armadillo/armadillo-10.7.1/include/armadillo_bits/ |
H A D | fn_eye.hpp | 27 eye(const uword n_rows, const uword n_cols) in eye() function 39 eye(const SizeMat& s) in eye() function 52 eye(const uword n_rows, const uword n_cols, const typename arma_Mat_Col_Row_only<obj_type>::result*… in eye() function 76 eye(const SizeMat& s, const typename arma_Mat_Col_Row_only<obj_type>::result* junk = nullptr) in eye() function 90 eye(const uword n_rows, const uword n_cols, const typename arma_SpMat_SpCol_SpRow_only<obj_type>::r… in eye() function 118 eye(const SizeMat& s, const typename arma_SpMat_SpCol_SpRow_only<obj_type>::result* junk = nullptr) in eye() function
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/dports/math/R-cran-RcppArmadillo/RcppArmadillo/inst/include/armadillo_bits/ |
H A D | fn_eye.hpp | 27 eye(const uword n_rows, const uword n_cols) in eye() function 39 eye(const SizeMat& s) in eye() function 52 eye(const uword n_rows, const uword n_cols, const typename arma_Mat_Col_Row_only<obj_type>::result*… in eye() function 76 eye(const SizeMat& s, const typename arma_Mat_Col_Row_only<obj_type>::result* junk = nullptr) in eye() function 90 eye(const uword n_rows, const uword n_cols, const typename arma_SpMat_SpCol_SpRow_only<obj_type>::r… in eye() function 118 eye(const SizeMat& s, const typename arma_SpMat_SpCol_SpRow_only<obj_type>::result* junk = nullptr) in eye() function
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/dports/misc/openvdb/openvdb-9.0.0/openvdb/openvdb/unittest/ |
H A D | TestVolumeRayIntersector.cc | 44 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 61 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 78 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 95 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 113 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 132 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 154 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 177 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 200 const Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 222 const Vec3T eye(50.0, 0.0, 0.0); in TEST_F() local [all …]
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H A D | TestRay.cc | 91 Vec3T eye(9,1,1), dir(1,2,0); in TEST_F() local 132 Vec3T eye(9,1,1), dir(1,2,0); in TEST_F() local 184 const Vec3T eye( 2.0, 1.0, 1.0), dir(-1.0, 2.0, 3.0); in TEST_F() local 209 const Vec3T eye( 2.0, 1.0, 1.0); in TEST_F() local 232 const Vec3T eye( 2.0, 1.0, 1.0); in TEST_F() local 261 const Vec3T eye( 0.5, 4.7,-9.8); in TEST_F() local 278 const Vec3T eye( 4.7, 0.5,-9.8); in TEST_F() local 320 const RayType::Vec3T eye(-1.0, 0.0, 0.0); in TEST_F() local 386 const RayType::Vec3T eye( 0, 0, 0); in TEST_F() local 406 const RayType::Vec3T eye(0, 0, 0); in TEST_F() local [all …]
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/dports/graphics/blender/blender-2.91.0/source/blender/editors/interface/ |
H A D | interface_eyedropper_colorband.c | 78 EyedropperColorband *eye; member 128 EyedropperColorband *eye = MEM_callocN(sizeof(EyedropperColorband), __func__); in eyedropper_colorband_init() local 144 EyedropperColorband *eye, in eyedropper_colorband_sample_point() 169 EyedropperColorband *eye = data->eye; in eyedropper_colorband_sample_callback() local 175 EyedropperColorband *eye, in eyedropper_colorband_sample_segment() 192 EyedropperColorband *eye = op->customdata; in eyedropper_colorband_exit() local 201 EyedropperColorband *eye = op->customdata; in eyedropper_colorband_apply() local 214 EyedropperColorband *eye = op->customdata; in eyedropper_colorband_cancel() local 227 EyedropperColorband *eye = op->customdata; in eyedropper_colorband_modal() local 265 EyedropperColorband *eye = op->customdata; in eyedropper_colorband_point_modal() local
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/dports/math/cglm/cglm-0.8.4/src/clipspace/ |
H A D | view_lh_zo.c | 13 glmc_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glmc_lookat_lh_zo() 19 glmc_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glmc_look_lh_zo() 25 glmc_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest) { in glmc_look_anyup_lh_zo()
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H A D | view_rh_no.c | 13 glmc_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glmc_lookat_rh_no() 19 glmc_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glmc_look_rh_no() 25 glmc_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest) { in glmc_look_anyup_rh_no()
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H A D | view_rh_zo.c | 13 glmc_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glmc_lookat_rh_zo() 19 glmc_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glmc_look_rh_zo() 25 glmc_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest) { in glmc_look_anyup_rh_zo()
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H A D | view_lh_no.c | 13 glmc_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glmc_lookat_lh_no() 19 glmc_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glmc_look_lh_no() 25 glmc_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest) { in glmc_look_anyup_lh_no()
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/dports/math/cglm/cglm-0.8.4/include/cglm/struct/clipspace/ |
H A D | view_lh_zo.h | 38 glms_lookat_lh_zo(vec3s eye, vec3s center, vec3s up) { in glms_lookat_lh_zo() 62 glms_look_lh_zo(vec3s eye, vec3s dir, vec3s up) { in glms_look_lh_zo() 82 glms_look_anyup_lh_zo(vec3s eye, vec3s dir) { in glms_look_anyup_lh_zo()
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H A D | view_lh_no.h | 38 glms_lookat_lh_no(vec3s eye, vec3s center, vec3s up) { in glms_lookat_lh_no() 62 glms_look_lh_no(vec3s eye, vec3s dir, vec3s up) { in glms_look_lh_no() 82 glms_look_anyup_lh_no(vec3s eye, vec3s dir) { in glms_look_anyup_lh_no()
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H A D | view_rh_no.h | 38 glms_lookat_rh_no(vec3s eye, vec3s center, vec3s up) { in glms_lookat_rh_no() 62 glms_look_rh_no(vec3s eye, vec3s dir, vec3s up) { in glms_look_rh_no() 82 glms_look_anyup_rh_no(vec3s eye, vec3s dir) { in glms_look_anyup_rh_no()
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H A D | view_rh_zo.h | 38 glms_lookat_rh_zo(vec3s eye, vec3s center, vec3s up) { in glms_lookat_rh_zo() 62 glms_look_rh_zo(vec3s eye, vec3s dir, vec3s up) { in glms_look_rh_zo() 82 glms_look_anyup_rh_zo(vec3s eye, vec3s dir) { in glms_look_anyup_rh_zo()
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/dports/math/cglm/cglm-0.8.4/include/cglm/clipspace/ |
H A D | view_rh_no.h | 34 glm_lookat_rh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glm_lookat_rh_no() 54 glm_look_rh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glm_look_rh_no() 70 glm_look_anyup_rh_no(vec3 eye, vec3 dir, mat4 dest) { in glm_look_anyup_rh_no()
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H A D | view_lh.h | 34 glm_lookat_lh(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glm_lookat_lh() 75 glm_look_lh(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glm_look_lh() 93 glm_look_anyup_lh(vec3 eye, vec3 dir, mat4 dest) { in glm_look_anyup_lh()
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H A D | view_lh_no.h | 34 glm_lookat_lh_no(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glm_lookat_lh_no() 54 glm_look_lh_no(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glm_look_lh_no() 70 glm_look_anyup_lh_no(vec3 eye, vec3 dir, mat4 dest) { in glm_look_anyup_lh_no()
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H A D | view_lh_zo.h | 34 glm_lookat_lh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glm_lookat_lh_zo() 54 glm_look_lh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glm_look_lh_zo() 70 glm_look_anyup_lh_zo(vec3 eye, vec3 dir, mat4 dest) { in glm_look_anyup_lh_zo()
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H A D | view_rh.h | 34 glm_lookat_rh(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glm_lookat_rh() 75 glm_look_rh(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glm_look_rh() 93 glm_look_anyup_rh(vec3 eye, vec3 dir, mat4 dest) { in glm_look_anyup_rh()
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H A D | view_rh_zo.h | 34 glm_lookat_rh_zo(vec3 eye, vec3 center, vec3 up, mat4 dest) { in glm_lookat_rh_zo() 54 glm_look_rh_zo(vec3 eye, vec3 dir, vec3 up, mat4 dest) { in glm_look_rh_zo() 70 glm_look_anyup_rh_zo(vec3 eye, vec3 dir, mat4 dest) { in glm_look_anyup_rh_zo()
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/dports/misc/elki/elki-release0.7.1-1166-gfb1fffdf3/addons/joglvis/src/main/java/de/lmu/ifi/dbs/elki/joglvis/scatterplot/opengl2intel945/ |
H A D | ScatterPlotOpenGL2Intel945.java | 130 float[] eye = camera.getEyePosition(); in enableProgram() local 131 gl.glUniform3f(gl.glGetUniformLocation(st_prog, "eye"), eye[0], eye[1], eye[2]); in enableProgram() local
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/dports/misc/elki/elki-release0.7.1-1166-gfb1fffdf3/addons/joglvis/src/main/java/de/lmu/ifi/dbs/elki/joglvis/scatterplot/opengl4/ |
H A D | ScatterPlotOpenGL4.java | 130 float[] eye = camera.getEyePosition(); in enableProgram() local 131 gl.glUniform3f(gl.glGetUniformLocation(st_prog, "eye"), eye[0], eye[1], eye[2]); in enableProgram() local
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/dports/games/tecnoballz/tecnoballz-0.93.1/src/ |
H A D | controller_magnetic_eyes.cc | 61 eye = sprites_list[i]; in create_eye() local 83 sprite_eye *eye = sprites_list[i]; in create_eyes_list() local 115 sprite_eye *eye = sprites_list[i]; in move() local
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/dports/games/colobot/colobot-colobot-gold-0.2.0-alpha/src/graphics/engine/ |
H A D | camera.cpp | 209 void CCamera::Init(Math::Vector eye, Math::Vector lookat, float delay) in Init() 395 void CCamera::GetCamera(Math::Vector &eye, Math::Vector &lookat) in GetCamera() 799 Math::Vector eye = m_effectOffset+m_actualEye; in UpdateCameraAnimation() local 811 void CCamera::IsCollision(Math::Vector &eye, Math::Vector lookat) in IsCollision() 905 void CCamera::IsCollisionFix(Math::Vector &eye, Math::Vector lookat) in IsCollisionFix() 1330 Math::Vector eye = m_effectOffset * 0.3f + m_eyePt; in EventFrameOnBoard() local 1371 void CCamera::SetScriptCameraAnimateEye(Math::Vector eye) in SetScriptCameraAnimateEye() 1381 void CCamera::SetScriptCamera(Math::Vector eye, Math::Vector lookat) in SetScriptCamera() 1390 void CCamera::SetScriptCameraAnimate(Math::Vector eye, Math::Vector lookat) in SetScriptCameraAnimate() 1405 Math::Vector CCamera::ExcludeTerrain(Math::Vector eye, Math::Vector lookat, in ExcludeTerrain() [all …]
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/dports/misc/openvdb/openvdb-9.0.0/nanovdb/nanovdb/util/ |
H A D | Ray.h | 67 : mEye(eye) in mEye() argument 83 __hostdev__ Ray& setEye(const Vec3Type& eye) in setEye() 140 __hostdev__ const Vec3T& eye() const { return mEye; } in eye() function 191 const Vec3T eye = map.applyMap(mEye); in applyMap() local 203 const Vec3T eye = map.applyMapF(mEye); in applyMapF() local 225 const Vec3T eye = map.applyInverseMap(mEye); in applyInverseMap() local 233 const Vec3T eye = map.applyInverseMapF(mEye); in applyInverseMapF() local 244 const Vec3T eye = grid.indexToWorldF(mEye); in indexToWorldF() local 259 const Vec3T eye = grid.worldToIndexF(mEye); in worldToIndexF() local
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/dports/games/openspades/openspades-0.1.3/Sources/Draw/ |
H A D | GLMapRenderer.cpp | 126 void GLMapRenderer::RealizeChunks(spades::Vector3 eye) { in RealizeChunks() 144 Vector3 eye = renderer->GetSceneDef().viewOrigin; in Realize() local 153 Vector3 eye = renderer->GetSceneDef().viewOrigin; in Prerender() local 194 Vector3 eye = renderer->GetSceneDef().viewOrigin; in RenderSunlightPass() local 317 Vector3 eye = renderer->GetSceneDef().viewOrigin; in RenderDynamicLightPass() local 391 void GLMapRenderer::DrawColumnDepth(int cx, int cy, int cz, spades::Vector3 eye) { in DrawColumnDepth() 399 void GLMapRenderer::DrawColumnSunlight(int cx, int cy, int cz, spades::Vector3 eye) { in DrawColumnSunlight() 408 void GLMapRenderer::DrawColumnDLight(int cx, int cy, int cz, spades::Vector3 eye, in DrawColumnDLight() 451 IntVector3 eye = renderer->GetSceneDef().viewOrigin.Floor(); in RenderBackface() local
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