/dports/graphics/open3d/Open3D-0.2/src/Visualization/Shader/GLSL/ |
H A D | PhongFragmentShader.glsl | 21 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…
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/dports/graphics/py-open3d-python/Open3D-0.2/src/Visualization/Shader/GLSL/ |
H A D | PhongFragmentShader.glsl | 21 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…
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/dports/math/curv/curv-0.5/ideas/sketches/blend/ |
H A D | kuba | 9 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))
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/dports/games/chapping/chapping-0.43-source/game/ |
H A D | ball.cpp | 37 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()
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H A D | cap.cpp | 43 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()
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/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/Libraries/EDMS/Source/ |
H A D | phy_tool.cc | 307 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()
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H A D | intrsect.cc | 110 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()
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/dports/misc/openmvg/openMVG-2.0/src/openMVG/multiview/ |
H A D | solver_resection_p3p_kneip.cpp | 190 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()
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/dports/science/code_saturne/code_saturne-7.1.0/src/mesh/ |
H A D | cs_mesh_quality.c | 450 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() [all …]
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/ |
H A D | eevee_shadows_cube.c | 173 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()
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/dports/science/py-avogadrolibs/avogadrolibs-1.94.0/avogadro/rendering/ |
H A D | sphere_ao_render_fs.glsl | 41 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;
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H A D | sphere_ao_bake_fs.glsl | 71 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);
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/dports/science/avogadrolibs/avogadrolibs-1.94.0/avogadro/rendering/ |
H A D | sphere_ao_render_fs.glsl | 41 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;
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H A D | sphere_ao_bake_fs.glsl | 71 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);
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/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/Libraries/EDMS/Source/MODELS/ |
H A D | cr_biped.cc | 263 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()
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H A D | bip_skel.cc | 68 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()
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H A D | pelvis.cc | 392 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() [all …]
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H A D | d_frame.cc | 197 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()
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H A D | biped.cc | 100 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() [all …]
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H A D | ftl.cc | 341 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()
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/dports/science/py-oddt/oddt-0.7/oddt/ |
H A D | spatial.py | 262 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]])
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/dports/comms/nmealib/nmealib/src/ |
H A D | gmath.c | 166 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()
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/dports/science/mbdyn/mbdyn-1.7.3/mbdyn/aero/ |
H A D | aerodata_impl.cc | 715 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() [all …]
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/dports/science/py-ase/ase-3.22.0/ase/geometry/ |
H A D | cell.py | 104 cos_alpha = 0.0 106 cos_alpha = cos(alpha * pi / 180.0) 127 cy = (cos_alpha - cos_beta * cos_gamma) / sin_gamma
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/dports/games/shockolate/systemshock-0.8.2-43-ga9eb1b93/src/Libraries/EDMS/Tests/ |
H A D | test_bed.cp | 613 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 ) [all …]
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