/dports/science/chrono/chrono-7.0.1/src/chrono_sensor/optix/shaders/ |
H A D | miss.cu | 34 float3 ray_dir = optixGetWorldRayDirection(); in __miss__shader() local 44 float3 ray_dir = optixGetWorldRayDirection(); in __miss__shader() local
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H A D | cylinder.cu | 27 const float3& ray_dir, in check_ends() 68 const float3 ray_dir = optixGetObjectRayDirection(); in __intersection__cylinder_intersect() local
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H A D | material_shaders.cu | 106 const float3& ray_dir) { in CameraShader() 408 const float3& ray_dir) { in LidarShader() 420 const float3& ray_dir, in RadarShader() 441 const float3& ray_dir) { in ShadowShader() 481 const float3& ray_dir) { in SemanticShader() 491 …const float3 ray_dir = normalize(optixGetWorldRayDirection()); // this may be modified by the sca… in __closesthit__material_shader() local
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H A D | sphere.cu | 29 const float3 ray_dir = optixGetObjectRayDirection(); in __intersection__sphere_intersect() local
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H A D | box.cu | 35 const float3 ray_dir = optixGetObjectRayDirection(); in __intersection__box_intersect() local
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/dports/graphics/embree/embree-3.13.2/kernels/geometry/ |
H A D | instance_intersector.cpp | 62 const Vec3ff ray_dir = ray.dir; in intersect() local 89 const Vec3ff ray_dir = ray.dir; in occluded() local 151 const Vec3ff ray_dir = ray.dir; in intersect() local 178 const Vec3ff ray_dir = ray.dir; in occluded() local 242 const Vec3vf<K> ray_dir = ray.dir; in intersect() local 271 const Vec3vf<K> ray_dir = ray.dir; in occluded() local 301 const Vec3vf<K> ray_dir = ray.dir; in intersect() local 330 const Vec3vf<K> ray_dir = ray.dir; in occluded() local
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H A D | quad_intersector.h | 17 const Vec3fa& ray_dir, in intersect_quad_backface_culling()
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/dports/devel/godot2/godot-2.1.6-stable/editor/plugins/ |
H A D | path_editor_plugin.cpp | 94 Vector3 ray_dir = p_camera->project_ray_normal(p_point); in set_handle() local 327 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_input_event() local 366 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_input_event() local
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H A D | collision_polygon_editor_plugin.cpp | 124 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_input_event() local 323 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_input_event() local
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/dports/devel/godot2-tools/godot-2.1.6-stable/editor/plugins/ |
H A D | path_editor_plugin.cpp | 94 Vector3 ray_dir = p_camera->project_ray_normal(p_point); in set_handle() local 327 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_input_event() local 366 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_input_event() local
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H A D | collision_polygon_editor_plugin.cpp | 124 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_input_event() local 323 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_input_event() local
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/dports/cad/PrusaSlicer/PrusaSlicer-version_2.3.3/src/libigl/igl/embree/ |
H A D | line_mesh_intersection.cpp | 31 Eigen::MatrixXd ray_dir = N_source; in line_mesh_intersection() local
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/dports/graphics/wings/libigl-2.1.0/include/igl/embree/ |
H A D | line_mesh_intersection.cpp | 31 Eigen::MatrixXd ray_dir = N_source; in line_mesh_intersection() local
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/dports/graphics/blender/blender-2.91.0/release/scripts/addons/mesh_snap_utilities_line/snap_context_l/ |
H A D | utils_projection.py | 23 def depth_get(co, ray_start, ray_dir): argument
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/dports/devel/godot/godot-3.2.3-stable/editor/plugins/ |
H A D | path_editor_plugin.cpp | 96 Vector3 ray_dir = p_camera->project_ray_normal(p_point); in set_handle() local 356 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_gui_input() local 395 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_gui_input() local
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H A D | collision_polygon_editor_plugin.cpp | 129 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_gui_input() local 334 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_gui_input() local
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/dports/devel/godot-tools/godot-3.2.3-stable/editor/plugins/ |
H A D | path_editor_plugin.cpp | 96 Vector3 ray_dir = p_camera->project_ray_normal(p_point); in set_handle() local 356 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_gui_input() local 395 Vector3 ray_dir = p_camera->project_ray_normal(mbpos); in forward_spatial_gui_input() local
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H A D | collision_polygon_editor_plugin.cpp | 129 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_gui_input() local 334 Vector3 ray_dir = p_camera->project_ray_normal(gpoint); in forward_spatial_gui_input() local
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/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/geom/ |
H A D | geom_curve_intersect.h | 86 const float3 ray_dir, in cylinder_intersect() 155 ccl_device_inline float2 half_plane_intersect(const float3 P, const float3 N, const float3 ray_dir) in half_plane_intersect() 169 ccl_device bool curve_intersect_iterative(const float3 ray_dir, in curve_intersect_iterative() 261 const float3 ray_dir, in curve_intersect_recursive() 524 ccl_device_inline void ribbon_ray_space(const float3 ray_dir, float3 ray_space[3]) in ribbon_ray_space() 542 const float3 ray_dir, in ribbon_intersect()
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/dports/misc/vxl/vxl-3.3.2/core/vpgl/ |
H A D | vpgl_affine_camera.h | 102 vgl_vector_3d<T> ray_dir() const { return ray_dir_; } in ray_dir() function
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/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/ |
H A D | l-los.cc | 81 LUAFN(ray_dir) in LUAFN() argument
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/dports/graphics/embree/embree-3.13.2/tutorials/user_geometry/ |
H A D | user_geometry_device.cpp | 110 const Vec3ff ray_dir = ray->dir; in instanceIntersectFunc() local 139 const Vec3ff ray_dir = ray->dir; in instanceOccludedFunc() local 185 …const Vec3fa ray_dir = Vec3fa(RTCRayN_dir_x(rays,N,ui),RTCRayN_dir_y(rays,N,ui),RTCRayN_dir_z(rays… in instanceIntersectFuncN() local 233 …const Vec3fa ray_dir = Vec3fa(RTCRayN_dir_x(rays,N,ui),RTCRayN_dir_y(rays,N,ui),RTCRayN_dir_z(rays… in instanceOccludedFuncN() local 518 …const Vec3fa ray_dir = Vec3fa(RTCRayN_dir_x(rays,N,ui),RTCRayN_dir_y(rays,N,ui),RTCRayN_dir_z(rays… in sphereIntersectFuncN() local 624 …const Vec3fa ray_dir = Vec3fa(RTCRayN_dir_x(rays,N,ui),RTCRayN_dir_y(rays,N,ui),RTCRayN_dir_z(rays… in sphereOccludedFuncN() local 762 … Vec3fa ray_dir = Vec3fa(RTCRayN_dir_x(ray,N,ui),RTCRayN_dir_y(ray,N,ui),RTCRayN_dir_z(ray,N,ui)); in sphereFilterFunctionN() local
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/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/intel/compiler/ |
H A D | brw_nir_lower_shader_calls.c | 163 nir_ssa_def *ray_dir = call->src[8].ssa; in lower_shader_calls_instr() local
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/dports/lang/clover/mesa-21.3.6/src/intel/compiler/ |
H A D | brw_nir_lower_shader_calls.c | 163 nir_ssa_def *ray_dir = call->src[8].ssa; in lower_shader_calls_instr() local
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/dports/graphics/libosmesa/mesa-21.3.6/src/intel/compiler/ |
H A D | brw_nir_lower_shader_calls.c | 163 nir_ssa_def *ray_dir = call->src[8].ssa; in lower_shader_calls_instr() local
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