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/dports/science/chrono/chrono-7.0.1/src/chrono_sensor/optix/shaders/
H A Dmiss.cu34 float3 ray_dir = optixGetWorldRayDirection(); in __miss__shader() local
44 float3 ray_dir = optixGetWorldRayDirection(); in __miss__shader() local
H A Dcylinder.cu27 const float3& ray_dir, in check_ends()
68 const float3 ray_dir = optixGetObjectRayDirection(); in __intersection__cylinder_intersect() local
H A Dmaterial_shaders.cu106 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
H A Dsphere.cu29 const float3 ray_dir = optixGetObjectRayDirection(); in __intersection__sphere_intersect() local
H A Dbox.cu35 const float3 ray_dir = optixGetObjectRayDirection(); in __intersection__box_intersect() local
/dports/graphics/embree/embree-3.13.2/kernels/geometry/
H A Dinstance_intersector.cpp62 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
H A Dquad_intersector.h17 const Vec3fa& ray_dir, in intersect_quad_backface_culling()
/dports/devel/godot2/godot-2.1.6-stable/editor/plugins/
H A Dpath_editor_plugin.cpp94 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
H A Dcollision_polygon_editor_plugin.cpp124 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
/dports/devel/godot2-tools/godot-2.1.6-stable/editor/plugins/
H A Dpath_editor_plugin.cpp94 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
H A Dcollision_polygon_editor_plugin.cpp124 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
/dports/cad/PrusaSlicer/PrusaSlicer-version_2.3.3/src/libigl/igl/embree/
H A Dline_mesh_intersection.cpp31 Eigen::MatrixXd ray_dir = N_source; in line_mesh_intersection() local
/dports/graphics/wings/libigl-2.1.0/include/igl/embree/
H A Dline_mesh_intersection.cpp31 Eigen::MatrixXd ray_dir = N_source; in line_mesh_intersection() local
/dports/graphics/blender/blender-2.91.0/release/scripts/addons/mesh_snap_utilities_line/snap_context_l/
H A Dutils_projection.py23 def depth_get(co, ray_start, ray_dir): argument
/dports/devel/godot/godot-3.2.3-stable/editor/plugins/
H A Dpath_editor_plugin.cpp96 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
H A Dcollision_polygon_editor_plugin.cpp129 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
/dports/devel/godot-tools/godot-3.2.3-stable/editor/plugins/
H A Dpath_editor_plugin.cpp96 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
H A Dcollision_polygon_editor_plugin.cpp129 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
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/geom/
H A Dgeom_curve_intersect.h86 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()
/dports/misc/vxl/vxl-3.3.2/core/vpgl/
H A Dvpgl_affine_camera.h102 vgl_vector_3d<T> ray_dir() const { return ray_dir_; } in ray_dir() function
/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/
H A Dl-los.cc81 LUAFN(ray_dir) in LUAFN() argument
/dports/graphics/embree/embree-3.13.2/tutorials/user_geometry/
H A Duser_geometry_device.cpp110 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
/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/intel/compiler/
H A Dbrw_nir_lower_shader_calls.c163 nir_ssa_def *ray_dir = call->src[8].ssa; in lower_shader_calls_instr() local
/dports/lang/clover/mesa-21.3.6/src/intel/compiler/
H A Dbrw_nir_lower_shader_calls.c163 nir_ssa_def *ray_dir = call->src[8].ssa; in lower_shader_calls_instr() local
/dports/graphics/libosmesa/mesa-21.3.6/src/intel/compiler/
H A Dbrw_nir_lower_shader_calls.c163 nir_ssa_def *ray_dir = call->src[8].ssa; in lower_shader_calls_instr() local

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