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/dports/graphics/open3d/Open3D-0.2/src/Visualization/Shader/GLSL/
H A DPhongFragmentShader.glsl21 vec4 cos_alpha;
29 cos_alpha[0] = clamp(dot(e, r), 0, 1);
34 cos_alpha[1] = clamp(dot(e, r), 0, 1);
39 cos_alpha[2] = clamp(dot(e, r), 0, 1);
44 cos_alpha[3] = clamp(dot(e, r), 0, 1);
48 …specular_color * light_color_4[0].xyz * light_specular_power_4[0] * pow(cos_alpha[0], light_specul…
50 …specular_color * light_color_4[1].xyz * light_specular_power_4[1] * pow(cos_alpha[1], light_specul…
52 …specular_color * light_color_4[2].xyz * light_specular_power_4[2] * pow(cos_alpha[2], light_specul…
54 …specular_color * light_color_4[3].xyz * light_specular_power_4[3] * pow(cos_alpha[3], light_specul…
/dports/graphics/py-open3d-python/Open3D-0.2/src/Visualization/Shader/GLSL/
H A DPhongFragmentShader.glsl21 vec4 cos_alpha;
29 cos_alpha[0] = clamp(dot(e, r), 0, 1);
34 cos_alpha[1] = clamp(dot(e, r), 0, 1);
39 cos_alpha[2] = clamp(dot(e, r), 0, 1);
44 cos_alpha[3] = clamp(dot(e, r), 0, 1);
48 …specular_color * light_color_4[0].xyz * light_specular_power_4[0] * pow(cos_alpha[0], light_specul…
50 …specular_color * light_color_4[1].xyz * light_specular_power_4[1] * pow(cos_alpha[1], light_specul…
52 …specular_color * light_color_4[2].xyz * light_specular_power_4[2] * pow(cos_alpha[2], light_specul…
54 …specular_color * light_color_4[3].xyz * light_specular_power_4[3] * pow(cos_alpha[3], light_specul…
/dports/math/curv/curv-0.5/ideas/sketches/blend/
H A Dkuba9 float cos_alpha = dot(as_float3(obj1), as_float3(obj2));
13 if (cos_alpha * x1 < x2 && cos_alpha * x2 < x1)
15 … float d = r - sqrt((x1 * x1 + x2 * x2 - 2 * cos_alpha * x1 * x2) / (1 - cos_alpha * cos_alpha));
55 cos_alpha = dot(g1, g2);
58 in if (cos_alpha*x1 < x2 && cos_alpha*x2 < x1)
59 r - sqrt((x1 * x1 + x2 * x2 - 2 * cos_alpha * x1 * x2)
60 / (1 - cos_alpha * cos_alpha))
/dports/games/chapping/chapping-0.43-source/game/
H A Dball.cpp37 float cos_alpha=escalate(normalize(accel),normalize(vel)); in move() local
38 if(cos_alpha<1) in move()
39 ang+=10*acos(cos_alpha)/M_PI; in move()
89 float cos_alpha=escalate(mov,par); in getCollision() local
91 if(cos_alpha<0) in getCollision()
92 cos_alpha=(-cos_alpha); in getCollision()
123 float k=(cos_alpha)*c.a->getMass()/(c.b->getMass()); in getCollision()
H A Dcap.cpp43 float cos_alpha=escalate(normalize(accel),normalize(vel)); in move() local
45 if(cos_alpha<1) in move()
46 ang+=10*acos(cos_alpha)/M_PI; in move()
92 float cos_alpha=escalate(mov,par); in getCollision() local
94 if(cos_alpha<0) in getCollision()
95 cos_alpha=(-cos_alpha); in getCollision()
126 float k=(cos_alpha)*c.a->getMass()/(c.b->getMass()); in getCollision()
/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/Libraries/EDMS/Source/
H A Dphy_tool.cc307 Q cos_alpha = cos(alpha); in EDMS_get_Euler_angles() local
311 if (cos_alpha > 0 && cos_alpha < EDMS_EULER_CONVERSION_TRIG_ZERO) in EDMS_get_Euler_angles()
312 cos_alpha = EDMS_EULER_CONVERSION_TRIG_ZERO; in EDMS_get_Euler_angles()
313 if (cos_alpha < 0 && cos_alpha > -EDMS_EULER_CONVERSION_TRIG_ZERO) in EDMS_get_Euler_angles()
314 cos_alpha = -EDMS_EULER_CONVERSION_TRIG_ZERO; in EDMS_get_Euler_angles()
316 gamma = acos((e0 * e0 + e1 * e1 - e2 * e2 - e3 * e3) / cos_alpha); in EDMS_get_Euler_angles()
320 beta = acos((e0 * e0 - e1 * e1 - e2 * e2 + e3 * e3) / cos_alpha); in EDMS_get_Euler_angles()
H A Dintrsect.cc110 Q sin_alpha = 0, cos_alpha = 0; in shall_we_dance() local
112 sincos(-A[other_object][3][0], &sin_alpha, &cos_alpha); in shall_we_dance()
114 Q final_x = cos_alpha * offset_x + sin_alpha * offset_y; in shall_we_dance()
115 Q final_y = -sin_alpha * offset_x + cos_alpha * offset_y; in shall_we_dance()
135 Q sin_alpha = 0, cos_alpha = 0; in shall_we_dance() local
137 sincos(-A[object][3][0], &sin_alpha, &cos_alpha); in shall_we_dance()
139 Q final_x = cos_alpha * offset_x + sin_alpha * offset_y; in shall_we_dance()
140 Q final_y = -sin_alpha * offset_x + cos_alpha * offset_y; in shall_we_dance()
/dports/misc/openmvg/openMVG-2.0/src/openMVG/multiview/
H A Dsolver_resection_p3p_kneip.cpp190 double cos_alpha = sqrt(1.-pow(sin_alpha,2)); in compute_P3P_Poses() local
193 cos_alpha = -cos_alpha; in compute_P3P_Poses()
198 Vec3 C (d_12*cos_alpha*(sin_alpha*b+cos_alpha), in compute_P3P_Poses()
199 cos_theta*d_12*sin_alpha*(sin_alpha*b+cos_alpha), in compute_P3P_Poses()
200 sin_theta*d_12*sin_alpha*(sin_alpha*b+cos_alpha)); in compute_P3P_Poses()
205 R<< -cos_alpha, -sin_alpha*cos_theta, -sin_alpha*sin_theta, in compute_P3P_Poses()
206 sin_alpha, -cos_alpha*cos_theta, -cos_alpha*sin_theta, in compute_P3P_Poses()
/dports/science/code_saturne/code_saturne-7.1.0/src/mesh/
H A Dcs_mesh_quality.c450 double cos_alpha; in _compute_orthogonality() local
489 cos_alpha = CS_ABS(cos_alpha); in _compute_orthogonality()
490 cos_alpha = CS_MIN(cos_alpha, 1); in _compute_orthogonality()
492 if (cos_alpha < 1.) in _compute_orthogonality()
532 cos_alpha = CS_ABS(cos_alpha); in _compute_orthogonality()
533 cos_alpha = CS_MIN(cos_alpha, 1); in _compute_orthogonality()
535 if (cos_alpha < 1.) in _compute_orthogonality()
568 double cos_alpha = 0.; in _get_face_warping() local
588 cos_alpha = CS_MAX(cos_alpha, edge_cos_alpha); in _get_face_warping()
605 cos_alpha = CS_MAX(cos_alpha, edge_cos_alpha); in _get_face_warping()
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/
H A Deevee_shadows_cube.c173 float cos_alpha = evli->spotsize; in spot_angle_fit_single_face() local
174 float sin_alpha = sqrtf(max_ff(0.0f, 1.0f - cos_alpha * cos_alpha)); in spot_angle_fit_single_face()
175 float cos_beta = min_ff(cos_alpha / hypotf(cos_alpha, sin_alpha * evli->sizex), in spot_angle_fit_single_face()
176 cos_alpha / hypotf(cos_alpha, sin_alpha * evli->sizey)); in spot_angle_fit_single_face()
/dports/science/py-avogadrolibs/avogadrolibs-1.94.0/avogadro/rendering/
H A Dsphere_ao_render_fs.glsl41 float cos_alpha = max(0.0, dot(a, b));
43 cos_alpha = floor(cos_alpha * levels) / levels;
45 return cos_alpha;
97 float cos_alpha = cosine(N, L);
102 vec3 diffuse = 0.55 * v_color * cos_alpha;
H A Dsphere_ao_bake_fs.glsl71 float cos_alpha = dot(N, vec3(0, 0, 1));
73 // since we are using flat impostors in the depth texture, cos_alpha needs to be positive
74 if (cos_alpha > 0.0 && texture2D(u_depthTex, pos.xy).r > pos.z) {
76 gl_FragColor = vec4(vec3(1.0, 1.0, 1.0) * cos_alpha * u_intensity, 1.0);
/dports/science/avogadrolibs/avogadrolibs-1.94.0/avogadro/rendering/
H A Dsphere_ao_render_fs.glsl41 float cos_alpha = max(0.0, dot(a, b));
43 cos_alpha = floor(cos_alpha * levels) / levels;
45 return cos_alpha;
97 float cos_alpha = cosine(N, L);
102 vec3 diffuse = 0.55 * v_color * cos_alpha;
H A Dsphere_ao_bake_fs.glsl71 float cos_alpha = dot(N, vec3(0, 0, 1));
73 // since we are using flat impostors in the depth texture, cos_alpha needs to be positive
74 if (cos_alpha > 0.0 && texture2D(u_depthTex, pos.xy).r > pos.z) {
76 gl_FragColor = vec4(vec3(1.0, 1.0, 1.0) * cos_alpha * u_intensity, 1.0);
/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/Libraries/EDMS/Source/MODELS/
H A Dcr_biped.cc263 static Q cos_alpha, in globalize() local
270 sincos( -A[object][3][0], &sin_alpha, &cos_alpha ); in globalize()
278 X = x*( cos_alpha*cos_gamma ) in globalize()
282 Y = x*( cos_alpha*sin_gamma ) in globalize()
287 + y*( cos_alpha*sin_beta ) in globalize()
288 + z*( cos_alpha*cos_beta ); in globalize()
H A Dbip_skel.cc68 static Q cos_alpha, variable
91 sincos( -S[object][3][0], &sin_alpha, &cos_alpha ); in make_biped_skeleton()
305 X = x*( cos_alpha*cos_gamma ) in globalize_S()
309 Y = x*( cos_alpha*sin_gamma ) in globalize_S()
314 + y*( cos_alpha*sin_beta ) in globalize_S()
315 + z*( cos_alpha*cos_beta ); in globalize_S()
H A Dpelvis.cc392 Fmxm = object20 * cos_alpha + object21 * sin_alpha; // Locals... in pelvis_idof()
393 Fmym = -object20 * sin_alpha + object21 * cos_alpha; in pelvis_idof()
409 T_beta -= cos_alpha * i_object[8] + sin_alpha * i_object[9]; in pelvis_idof()
453 Q sin_alpha = 0, cos_alpha = 0; in get_head_of_death() local
457 sincos(-A[object][3][0], &sin_alpha, &cos_alpha); in get_head_of_death()
458 final_x = cos_alpha * offset_x + sin_alpha * offset_y; in get_head_of_death()
459 final_y = -sin_alpha * offset_x + cos_alpha * offset_y; in get_head_of_death()
510 Q sin_alpha = 0, cos_alpha = 0; in get_body_of_death() local
514 sincos(-A[object][3][0], &sin_alpha, &cos_alpha); in get_body_of_death()
515 final_x = cos_alpha * offset_x + sin_alpha * offset_y; in get_body_of_death()
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H A Dd_frame.cc197 Q sin_alpha = 0, cos_alpha = 0, sin_beta = 0, cos_beta = 0, sin_gamma = 0, cos_gamma = 0; in make_Dirac_frame() local
225 sincos(.5 * init_state[3][0], &sin_alpha, &cos_alpha); in make_Dirac_frame()
230 cos_gamma * cos_alpha * cos_beta + sin_gamma * sin_alpha * sin_beta; in make_Dirac_frame()
233 cos_gamma * cos_alpha * sin_beta - sin_gamma * sin_alpha * cos_beta; in make_Dirac_frame()
236 cos_gamma * sin_alpha * cos_beta + sin_gamma * cos_alpha * sin_beta; in make_Dirac_frame()
239 -cos_gamma * sin_alpha * sin_beta + sin_gamma * cos_alpha * cos_beta; in make_Dirac_frame()
H A Dbiped.cc100 static Q sin_alpha = 0, cos_alpha = 0, variable
193 sincos( -A[object][3][0], &sin_alpha, &cos_alpha ); in biped_idof()
201 Ta = cos_alpha*cos_gamma; in biped_idof()
205 Td = cos_alpha*sin_gamma; in biped_idof()
210 Th = cos_alpha*sin_beta; in biped_idof()
211 Ti = cos_alpha*cos_beta; in biped_idof()
213 Ub = cos_alpha*sin_gamma; in biped_idof()
217 Uf = cos_alpha*sin_beta; in biped_idof()
224 alpha_dot = -( A[object][3][1]*cos_beta + A[object][5][1]*sin_beta*cos_alpha ); in biped_idof()
226 gamma_dot = -( -A[object][3][1]*sin_beta + A[object][5][1]*cos_beta*cos_alpha ); in biped_idof()
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H A Dftl.cc341 Q sin_alpha = 0, cos_alpha = 0; in object_check() local
345 sincos(-S[object][3][0], &sin_alpha, &cos_alpha); in object_check()
346 final_x = cos_alpha * offset_x + sin_alpha * offset_y; in object_check()
347 final_y = -sin_alpha * offset_x + cos_alpha * offset_y; in object_check()
/dports/science/py-oddt/oddt-0.7/oddt/
H A Dspatial.py262 cos_alpha = cos(alpha)
269 sin_alpha * sin_beta * cos_gamma - cos_alpha * sin_gamma,
270 cos_alpha * sin_beta * cos_gamma + sin_alpha * sin_gamma],
272 sin_alpha * sin_beta * sin_gamma + cos_alpha * cos_gamma,
273 cos_alpha * sin_beta * sin_gamma - sin_alpha * cos_gamma],
276 cos_alpha * cos_beta]])
/dports/comms/nmealib/nmealib/src/
H A Dgmath.c166 double tmp1, tmp2, tan_sigma, sin_alpha, cos_alpha, C, lambda_prev; in nmea_distance_ellipsoid() local
175 cos_alpha = cos(asin(sin_alpha)); in nmea_distance_ellipsoid()
176 sqr_cos_alpha = cos_alpha * cos_alpha; in nmea_distance_ellipsoid()
264 double tan_sigma1, sigma1, sin_alpha, cos_alpha, sqr_cos_alpha, sqr_u, A, B; in nmea_move_horz_ellipsoid() local
300 cos_alpha = sqrt(sqr_cos_alpha); in nmea_move_horz_ellipsoid()
/dports/science/mbdyn/mbdyn-1.7.3/mbdyn/aero/
H A Daerodata_impl.cc715 doublereal cos_alpha = (W[VX])/sqrt(W[VX]*W[VX]+W[VY]*W[VY]); in AssJac()
725 fq.Put(1, 1, (-L_q1*sin_alpha -D_q1*cos_alpha)); in AssJac()
726 fq.Put(1, 2, (-L_q2*sin_alpha -D_q2*cos_alpha)); in AssJac()
727 fq.Put(2, 1, (L_q1*cos_alpha -D_q1*sin_alpha)); in AssJac()
728 fq.Put(2, 2, (L_q2*cos_alpha -D_q2*sin_alpha)); in AssJac()
796 J(1,3) = -Jaero(2,3)*sin_alpha -Jaero(1,3)*cos_alpha; in AssJac()
797 J(1,6) = -Jaero(2,6)*sin_alpha -Jaero(1,6)*cos_alpha - Lift*sin_alpha_wz; in AssJac()
799 J(2,1) = Jaero(2,1)*cos_alpha -Jaero(1,1)*sin_alpha + Lift*cos_alpha_vx - Drag*sin_alpha_vx; in AssJac()
800 J(2,2) = Jaero(2,2)*cos_alpha -Jaero(1,2)*sin_alpha + Lift*cos_alpha_vy - Drag*sin_alpha_vy; in AssJac()
801 J(2,3) = Jaero(2,3)*cos_alpha -Jaero(1,3)*sin_alpha; in AssJac()
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/dports/science/py-ase/ase-3.22.0/ase/geometry/
H A Dcell.py104 cos_alpha = 0.0
106 cos_alpha = cos(alpha * pi / 180.0)
127 cy = (cos_alpha - cos_beta * cos_gamma) / sin_gamma
/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/Libraries/EDMS/Tests/
H A Dtest_bed.cp613 static Q cos_alpha = .8, cos_beta = 1, cos_gamma = 1,
621 + y*( cos_gamma*sin_beta*sin_alpha + sin_gamma*cos_alpha )
622 + z*( sin_gamma*sin_alpha - cos_gamma*sin_beta*cos_alpha );
625 + y*(-sin_gamma*sin_beta*sin_alpha + cos_gamma*cos_alpha )
630 + z*cos_beta*cos_alpha;
692 static Q cos_alpha = 1,
699 // sincos( -S[object][4][0], &sin_alpha, &cos_alpha );
707 X = x*( cos_alpha*cos_gamma )
711 Y = x*( cos_alpha*sin_gamma )
716 + y*( cos_alpha*sin_beta )
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