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Searched refs:castRay (Results 1 – 25 of 137) sorted by relevance

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/dports/games/supertuxkart/SuperTuxKart-1.2-src/src/tracks/
H A Dterrain_info.cpp61 tm.castRay(from, to, &m_hit_point, &m_material, &m_normal, in update()
65 ->castRay(from, to, &m_hit_point, &m_material, in update()
86 tm.castRay(from, to, &m_hit_point, &m_material, &m_normal, in update()
92 ->castRay(from, to, &m_hit_point, &m_material, in update()
106 tm.castRay(from, to, &m_hit_point, &m_material, &m_normal); in update()
123 return tm.castRay(from, to, position, material); in getSurfaceInfo()
H A Dtrack_object_manager.cpp228 bool TrackObjectManager::castRay(const btVector3 &from, in castRay() function in TrackObjectManager
251 if(curr->castRay(from, to, &new_hit_point, &new_material, &new_normal, in castRay()
H A Dtrack_object_manager.hpp67 bool castRay(const btVector3 &from,
/dports/math/octomap/octomap-1.9.7/octomap/src/testing/
H A Dtest_raycasting.cpp59 if (!tree.castRay(origin, direction, obstacle, false, 3.)) { in main()
143 EXPECT_TRUE(cubeTree.castRay(origin, direction, end, false)); in main()
147 EXPECT_TRUE(cubeTree.castRay(origin, direction, end, false)); in main()
155 EXPECT_TRUE(cubeTree.castRay(origin, direction, end, false)); in main()
166 EXPECT_FALSE(cubeTree.castRay(origin, direction, end, false)); in main()
171 EXPECT_FALSE(cubeTree.castRay(origin, direction, end, true)); in main()
177 EXPECT_FALSE(cubeTree.castRay(origin, direction, end, true)); in main()
184 EXPECT_FALSE(cubeTree.castRay(origin, direction, end, true, 0.9)); in main()
H A Dtest_mapcollection.cpp90 if (collection.castRay(ray_origin, ray_direction, ray_end,true)) { in main()
108 if (collection.castRay(ray_origin, ray_direction, ray_end,true)) { in main()
127 if (collection.castRay(ray_origin, ray_direction, ray_end,true, 5)) { in main()
/dports/graphics/embree/embree-3.13.2/tutorials/minimal/
H A Dminimal.cpp153 void castRay(RTCScene scene, in castRay() function
241 castRay(scene, 0, 0, -1, 0, 0, 1); in main()
244 castRay(scene, 1, 1, -1, 0, 0, 1); in main()
/dports/multimedia/kodi-addon-visualization.shadertoy/visualization.shadertoy-2.3.0-Matrix/visualization.shadertoy/resources/shaders/
H A Dcoloredbars.frag.glsl46 vec2 castRay(vec3 origin, vec3 direction, out int object) {
74 vec2 ray = castRay(origin, direction, object);
H A Dvolumetriclines.frag.glsl46 vec3 castRay( vec3 ro, vec3 rd, float linesSpeed )
141 vec3 col = castRay( ro, rd, 1.0 + 20.0*linesSpeed );
/dports/devel/bullet/bullet3-3.21/src/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from, const btVector3& to, btVehicleRaycasterResult& result…
/dports/graphics/blender/blender-2.91.0/extern/bullet2/src/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from, const btVector3& to, btVehicleRaycasterResult& result…
/dports/games/supertuxkart/SuperTuxKart-1.2-src/src/physics/
H A DbtKartRaycast.hpp36 virtual void* castRay(const btVector3& from,const btVector3& to,
H A DbtKartRaycast.cpp22 void* btKartRaycaster::castRay(const btVector3& from, const btVector3& to, in castRay() function in btKartRaycaster
/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)…
/dports/devel/godot/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from, const btVector3& to, btVehicleRaycasterResult& result…
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Bullet/src/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)…
/dports/devel/py-bullet3/bullet3-3.21/src/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from, const btVector3& to, btVehicleRaycasterResult& result…
/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/extern/bullet/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)…
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/bullet/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from, const btVector3& to, btVehicleRaycasterResult& result…
/dports/devel/emscripten/emscripten-2.0.3/tests/third_party/bullet/src/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h30 …virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)…
/dports/games/supertuxkart/SuperTuxKart-1.2-src/lib/bullet/src/BulletDynamics/Vehicle/
H A DbtVehicleRaycaster.h32 …virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)…
/dports/math/vtk9/VTK-9.1.0/Rendering/VolumeOpenGL2/shaders/
H A Draycasterfs.glsl193 * invocation regardless of whether castRay() is called several times (e.g.
194 * vtkDualDepthPeelingPass). Any castRay() specific initialization should be
225 vec4 castRay(const float zStart, const float zEnd)
/dports/math/vtk8/VTK-8.2.0/Rendering/VolumeOpenGL2/shaders/
H A Draycasterfs.glsl193 * invocation regardless of whether castRay() is called several times (e.g.
194 * vtkDualDepthPeelingPass). Any castRay() specific initialization should be
225 vec4 castRay(const float zStart, const float zEnd)
/dports/games/openmw/openmw-openmw-0.47.0/apps/openmw/mwphysics/
H A Draycasting.hpp30 …virtual RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::Cons…
/dports/math/octomap/octomap-1.9.7/octomap/src/
H A Dintersection_example.cpp79 bool success = tree.castRay(origin, direction, ray_end); in main()
/dports/math/octomap/octomap-1.9.7/octomap/include/octomap/
H A DMapCollection.h61 bool castRay(const point3d& origin, const point3d& direction, point3d& end,

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