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Searched refs:p_near (Results 1 – 25 of 36) sorted by relevance

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/dports/science/chrono/chrono-7.0.1/src/chrono_sensor/optix/shaders/
H A Dcylinder.cu84 const float3 p_near = ray_orig + ray_dir * dist_near; in __intersection__cylinder_intersect() local
87 if (dist_near > ray_tmin && dist_near < ray_tmax && p_near.y < .5 && p_near.y > -.5) { in __intersection__cylinder_intersect()
88 float3 shading_normal = p_near - make_float3(0, p_near.y, 0); in __intersection__cylinder_intersect()
89 float3 tangent_vector = make_float3(p_near.z, 0, -p_near.x); in __intersection__cylinder_intersect()
90 …float2 texcoord = make_float2(atan2(p_near.x, p_near.z) / (2 * CUDART_PI_F), p_near.y * 0.5 + 0.5); in __intersection__cylinder_intersect()
/dports/devel/godot2-tools/godot-2.1.6-stable/core/math/
H A Dcamera_matrix.cpp116 …:set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) { in set_frustum() argument
121 matrix[0][0]=(2*p_near) / (p_right-p_left); in set_frustum()
123 matrix[1][1]=(2*p_near) / (p_top-p_bottom); in set_frustum()
125 matrix[2][2]=-(p_far+p_near) / ( p_far-p_near); in set_frustum()
126 matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near); in set_frustum()
131 float x = 2 * p_near / (p_right - p_left); in set_frustum()
132 float y = 2 * p_near / (p_top - p_bottom); in set_frustum()
136 float c = -(p_far + p_near) / (p_far - p_near); in set_frustum()
137 float d = -2 * p_far * p_near / (p_far - p_near); in set_frustum()
H A Dcamera_matrix.h57 …void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_f…
/dports/devel/godot2/godot-2.1.6-stable/core/math/
H A Dcamera_matrix.cpp116 …:set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) { in set_frustum() argument
121 matrix[0][0]=(2*p_near) / (p_right-p_left); in set_frustum()
123 matrix[1][1]=(2*p_near) / (p_top-p_bottom); in set_frustum()
125 matrix[2][2]=-(p_far+p_near) / ( p_far-p_near); in set_frustum()
126 matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near); in set_frustum()
131 float x = 2 * p_near / (p_right - p_left); in set_frustum()
132 float y = 2 * p_near / (p_top - p_bottom); in set_frustum()
136 float c = -(p_far + p_near) / (p_far - p_near); in set_frustum()
137 float d = -2 * p_far * p_near / (p_far - p_near); in set_frustum()
H A Dcamera_matrix.h57 …void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_f…
/dports/devel/godot/godot-3.2.3-stable/core/math/
H A Dcamera_matrix.cpp184 …rustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) { in set_frustum() argument
188 ERR_FAIL_COND(p_far <= p_near); in set_frustum()
191 real_t x = 2 * p_near / (p_right - p_left); in set_frustum()
192 real_t y = 2 * p_near / (p_top - p_bottom); in set_frustum()
196 real_t c = -(p_far + p_near) / (p_far - p_near); in set_frustum()
197 real_t d = -2 * p_far * p_near / (p_far - p_near); in set_frustum()
217 void CameraMatrix::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, rea… in set_frustum() argument
222 …offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far); in set_frustum()
H A Dcamera_matrix.h59 …void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real…
60 …void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bo…
/dports/devel/godot-tools/godot-3.2.3-stable/core/math/
H A Dcamera_matrix.cpp184 …rustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) { in set_frustum() argument
188 ERR_FAIL_COND(p_far <= p_near); in set_frustum()
191 real_t x = 2 * p_near / (p_right - p_left); in set_frustum()
192 real_t y = 2 * p_near / (p_top - p_bottom); in set_frustum()
196 real_t c = -(p_far + p_near) / (p_far - p_near); in set_frustum()
197 real_t d = -2 * p_far * p_near / (p_far - p_near); in set_frustum()
217 void CameraMatrix::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, rea… in set_frustum() argument
222 …offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far); in set_frustum()
H A Dcamera_matrix.h59 …void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real…
60 …void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bo…
/dports/misc/vxl/vxl-3.3.2/core/vgl/
H A Dvgl_frustum_3d.hxx43 vgl_point_3d<Type> p_near = apex_ + (tau_near*dir); in vgl_frustum_3d() local
44 vgl_plane_3d<Type> pln_near(snorm, p_near); in vgl_frustum_3d()
49 verts_.push_back(p_near); in vgl_frustum_3d()
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles2/
H A Drasterizer_canvas_base_gles2.h129 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh…
H A Drasterizer_canvas_base_gles2.cpp720 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh… in canvas_light_shadow_buffer_update() argument
763 real_t nearp = p_near; in canvas_light_shadow_buffer_update()
/dports/devel/godot/godot-3.2.3-stable/drivers/gles2/
H A Drasterizer_canvas_base_gles2.h129 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh…
H A Drasterizer_canvas_base_gles2.cpp720 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh… in canvas_light_shadow_buffer_update() argument
763 real_t nearp = p_near; in canvas_light_shadow_buffer_update()
/dports/devel/godot/godot-3.2.3-stable/drivers/gles3/
H A Drasterizer_canvas_gles3.h144 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh…
H A Drasterizer_canvas_gles3.cpp1907 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh… in canvas_light_shadow_buffer_update() argument
1949 real_t nearp = p_near; in canvas_light_shadow_buffer_update()
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles3/
H A Drasterizer_canvas_gles3.h144 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh…
/dports/devel/godot2-tools/godot-2.1.6-stable/servers/visual/
H A Drasterizer_dummy.h687 …ate(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, Canv…
H A Drasterizer.h1010 …ate(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, Canv…
/dports/devel/godot2-tools/godot-2.1.6-stable/platform/iphone/
H A Drasterizer_iphone.h798 …virtual void light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near, f…
/dports/devel/godot2/godot-2.1.6-stable/platform/iphone/
H A Drasterizer_iphone.h798 …virtual void light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near, f…
/dports/devel/godot2/godot-2.1.6-stable/servers/visual/
H A Drasterizer_dummy.h687 …ate(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, Canv…
H A Drasterizer.h1010 …ate(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, Canv…
/dports/devel/godot/godot-3.2.3-stable/drivers/dummy/
H A Drasterizer_dummy.h784 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh… in canvas_light_shadow_buffer_update() argument
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/dummy/
H A Drasterizer_dummy.h784 …(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, Ligh… in canvas_light_shadow_buffer_update() argument

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