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Searched refs:ray_direction (Results 1 – 25 of 99) sorted by relevance

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/dports/math/octomap/octomap-1.9.7/octomap/src/testing/
H A Dtest_mapcollection.cpp87 point3d ray_direction (0,0,-10); in main() local
90 if (collection.castRay(ray_origin, ray_direction, ray_end,true)) { in main()
93 ray_direction.x(), ray_direction.y(), ray_direction.z(), in main()
99 ray_direction.x(), ray_direction.y(), ray_direction.z()); in main()
106 ray_direction = point3d(0,0,10); in main()
108 if (collection.castRay(ray_origin, ray_direction, ray_end,true)) { in main()
111 ray_direction.x(), ray_direction.y(), ray_direction.z(), in main()
117 ray_direction.x(), ray_direction.y(), ray_direction.z()); in main()
125 ray_direction = point3d(0,0,1); in main()
130 ray_direction.x(), ray_direction.y(), ray_direction.z(), in main()
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/dports/science/frontistr/FrontISTR-c66bdc397de319ca59a0565b3f3b1a3b33f0c50c/hecmw1/src/visualizer/
H A Dhecmw_vis_ray_trace.c39 if (fabs(ray_direction[i]) < EPSILON) { in find_first_inter_point()
219 if (ray_direction[i] < 0) { in search2_leave()
224 } else if (ray_direction[i] >= 0) { in search2_leave()
250 if (ray_direction[i] < 0) { in search_leave()
518 if (fabs(a[m] * ray_direction[0] + b[m] * ray_direction[1] + in find_out_point()
522 (a[m] * ray_direction[0] + b[m] * ray_direction[1] + in find_out_point()
523 c[m] * ray_direction[2]); in find_out_point()
595 if (ray_direction[i] > 0) in find_out_point()
597 else if (ray_direction[i] < 0) in find_out_point()
603 if (ray_direction[i] > 0) in find_out_point()
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H A Dhecmw_vis_ray_trace.h187 double ray_direction[3], double first_p[3], int ijk[3]);
196 double ray_direction[3], double mincolor, double maxcolor,
H A Dhecmw_vis_pvr_main.c61 double point_s[3], point_o[3], ray_direction[3]; in HECMW_vis_pvr_rendering() local
772 ray_direction[m] = in HECMW_vis_pvr_rendering()
777 if (fabs(ray_direction[0]) < EPSILON) { in HECMW_vis_pvr_rendering()
782 } else if (fabs(ray_direction[1]) < EPSILON) { in HECMW_vis_pvr_rendering()
787 } else if (fabs(ray_direction[2]) < EPSILON) { in HECMW_vis_pvr_rendering()
794 nn = sqrt(SQR(ray_direction[0]) + in HECMW_vis_pvr_rendering()
795 SQR(ray_direction[1]) + in HECMW_vis_pvr_rendering()
796 SQR(ray_direction[2])); in HECMW_vis_pvr_rendering()
798 for (m = 0; m < 3; m++) ray_direction[m] /= nn; in HECMW_vis_pvr_rendering()
813 dxyz, r_dxyz, ray_direction, first_p, in HECMW_vis_pvr_rendering()
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/dports/graphics/blender/blender-2.91.0/source/blender/blenlib/
H A DBLI_math_geom.h141 const float ray_direction[3],
155 float ray_direction[3]; member
176 float ray_direction[3]; member
224 const float ray_direction[3],
229 const float ray_direction[3]);
338 const float ray_direction[3],
386 const float ray_direction[3],
393 const float ray_direction[3],
401 const float ray_direction[3],
457 const float ray_direction[2],
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/dports/science/py-pymol/pymol-open-source-2.4.0/data/shaders/
H A Dcylinder.fs55 vec3 ray_direction = vec3(0., 0., 1.);
58 vec3 ray_direction = normalize(-ray_target);
66 vec2 D = (ray_direction * basis).xy;
83 vec3 new_point = ray_target + dist * ray_direction;
137 float b = dot(sphere_direction, ray_direction);
143 new_point = near * ray_direction + ray_origin;
147 float dNV = dot(thisaxis, ray_direction);
152 new_point = ray_direction * near + ray_origin;
H A Dsphere.fs29 vec3 ray_direction = vec3(0., 0., -1.);
33 vec3 ray_direction = normalize(point);
38 float b = dot(sphere_direction, ray_direction);
52 vec3 ipoint = nearest * ray_direction + ray_origin;
/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testrender/cuda/
H A Dquad.cu85 const float3 ray_direction, in __direct_callable__quad_shaderglobals() argument
91 const float3 P = ray_origin + t_hit * ray_direction; in __direct_callable__quad_shaderglobals()
113 const float3 ray_direction = optixGetObjectRayDirection(); in __intersection__quad() local
115 float dn = dot(ray_direction, quad.n); in __intersection__quad()
119 float3 h = (ray_origin + ray_direction * t) - quad.p; in __intersection__quad()
H A Dsphere.cu170 const float3 ray_direction, in __direct_callable__sphere_shaderglobals() argument
176 const float3 P = ray_origin + t_hit * ray_direction; in __direct_callable__sphere_shaderglobals()
193 const float3 ray_direction = optixGetObjectRayDirection(); in __intersection__sphere() local
196 float b = dot(oc, ray_direction); in __intersection__sphere()
/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/testrender/cuda/
H A Dquad.cu85 const float3 ray_direction, in __direct_callable__quad_shaderglobals() argument
91 const float3 P = ray_origin + t_hit * ray_direction; in __direct_callable__quad_shaderglobals()
113 const float3 ray_direction = optixGetObjectRayDirection(); in __intersection__quad() local
115 float dn = dot(ray_direction, quad.n); in __intersection__quad()
119 float3 h = (ray_origin + ray_direction * t) - quad.p; in __intersection__quad()
H A Dsphere.cu170 const float3 ray_direction, in __direct_callable__sphere_shaderglobals() argument
176 const float3 P = ray_origin + t_hit * ray_direction; in __direct_callable__sphere_shaderglobals()
193 const float3 ray_direction = optixGetObjectRayDirection(); in __intersection__sphere() local
196 float b = dot(oc, ray_direction); in __intersection__sphere()
/dports/science/chrono/chrono-7.0.1/src/chrono_sensor/optix/shaders/
H A Dcamera.cu43 float3 ray_direction = normalize(forward - d.x * left * h_factor + d.y * up * h_factor); in __raygen__camera_pinhole() local
54 …optixTrace(params.root, ray_origin, ray_direction, params.scene_epsilon, 1e16f, t_traverse, OptixV… in __raygen__camera_pinhole()
101 float3 ray_direction = normalize(forward - d.x * left * h_factor + d.y * up * h_factor); in __raygen__camera_fov_lens() local
112 …optixTrace(params.root, ray_origin, ray_direction, params.scene_epsilon, 1e16f, t_traverse, OptixV… in __raygen__camera_fov_lens()
150 float3 ray_direction = normalize(forward - d.x * left * h_factor + d.y * up * h_factor); in __raygen__segmentation_pinhole() local
157 …optixTrace(params.root, ray_origin, ray_direction, params.scene_epsilon, 1e16f, t_traverse, OptixV… in __raygen__segmentation_pinhole()
195 float3 ray_direction = normalize(forward - d.x * left * h_factor + d.y * up * h_factor); in __raygen__segmentation_fov_lens() local
202 …optixTrace(params.root, ray_origin, ray_direction, params.scene_epsilon, 1e16f, t_traverse, OptixV… in __raygen__segmentation_fov_lens()
H A Dlidar.cu46 float3 ray_direction = normalize(forward * x + left * y + up * z); in __raygen__lidar_single() local
53 …optixTrace(params.root, ray_origin, ray_direction, lidar.clip_near, 1.5 * lidar.max_distance, t_tr… in __raygen__lidar_single()
134 float3 ray_direction = normalize(forward * x + left * y + up * z); in __raygen__lidar_multi() local
141 …optixTrace(params.root, ray_origin, ray_direction, lidar.clip_near, 1.5 * lidar.max_distance, t_tr… in __raygen__lidar_multi()
H A Dradar.cu47 float3 ray_direction = normalize(forward * x + left * y + up * z); in __raygen__radar() local
54 …optixTrace(params.root, ray_origin, ray_direction, radar.clip_near, 1.5f * radar.max_distance, t_t… in __raygen__radar()
/dports/graphics/blender/blender-2.91.0/source/blender/blenlib/intern/
H A Dmath_geom.c702 copy_v3_v3(neasrest_precalc->ray_direction, ray_direction); in dist_squared_ray_to_aabb_v3_precalc()
1769 cross_v3_v3v3(p, ray_direction, e2); in isect_ray_tri_v3()
1785 v = f * dot_v3v3(ray_direction, q); in isect_ray_tri_v3()
1846 cross_v3_v3v3(p, ray_direction, e2); in isect_ray_tri_epsilon_v3()
1862 v = f * dot_v3v3(ray_direction, q); in isect_ray_tri_epsilon_v3()
1891 if (ray_direction[kz] < 0.0f) { in isect_ray_tri_watertight_v3_precalc()
2017 cross_v3_v3v3(p, ray_direction, e2);
2033 v = f * dot_v3v3(ray_direction, q);
2097 const float p[2] = {(ray_direction[0] * v) / det, (ray_direction[1] * v) / det}; in isect_ray_seg_v2()
2099 const float t = (dot_v2v2(p, ray_direction) / dot_v2v2(ray_direction, ray_direction)); in isect_ray_seg_v2()
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/dports/graphics/blender/blender-2.91.0/release/scripts/addons/mesh_snap_utilities_line/snap_context_l/
H A Dutils_projection.py203 def intersect_ray_segment_fac(v0, v1, ray_direction, ray_origin): argument
206 n = a.cross(ray_direction)
212 return a.dot(ray_direction) < 0
215 cray = c.cross(ray_direction)
/dports/math/cgal/CGAL-5.3/include/CGAL/Intersections_3/internal/
H A DTriangle_3_Ray_3_do_intersect.h117 const Orientation ray_direction = in do_intersect() local
120 if (ray_direction == COPLANAR ) { in do_intersect()
130 switch ( ray_direction ) { in do_intersect()
158 switch ( ray_direction ) { in do_intersect()
189 switch ( ray_direction ) { in do_intersect()
/dports/math/vtk8/VTK-8.2.0/Rendering/OptiX/CUDA/
H A DPerspectiveCamera.cu73 const float3 ray_direction = normalize(d.x*U + d.y*V + W); in PerspectiveCameraRayGen() local
81 ray_direction, in PerspectiveCameraRayGen()
/dports/math/vtk8/VTK-8.2.0/ThirdParty/vtkm/vtk-m/vtkm/rendering/raytracing/
H A DQuadIntersector.cxx55 const vec3& ray_direction, in quad() argument
82 vec3 P = vtkm::Cross(ray_direction, E03); in quad()
94 Precision beta = vtkm::dot(ray_direction, Q) * inv_det; in quad()
106 vec3 P_prime = vtkm::Cross(ray_direction, E21); in quad()
116 Precision beta_prime = vtkm::dot(ray_direction, Q_prime) * inv_det_prime; in quad()
/dports/graphics/blender/blender-2.91.0/source/blender/editors/space_view3d/
H A Dview3d_project.c551 float ray_direction[3]; in ED_view3d_win_to_3d() local
558 ED_view3d_win_to_vector(region, mval, ray_direction); in ED_view3d_win_to_3d()
565 isect_ray_plane_v3(ray_origin, ray_direction, plane, &lambda, false); in ED_view3d_win_to_3d()
591 copy_v3_v3(ray_direction, rv3d->viewinv[2]); in ED_view3d_win_to_3d()
592 lambda = ray_point_factor_v3(depth_pt, ray_origin, ray_direction); in ED_view3d_win_to_3d()
595 madd_v3_v3v3fl(r_out, ray_origin, ray_direction, lambda); in ED_view3d_win_to_3d()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/render/
H A D3dclipper.cpp65 vec3d w, ray_direction; in clip_edge() local
68 vm_vec_sub(&ray_direction,&off_pnt->world,&on_pnt->world); in clip_edge()
72 den = -vm_vec_dot(&G3_user_clip_normal,&ray_direction); in clip_edge()
/dports/graphics/blender/blender-2.91.0/source/blender/editors/gizmo_library/gizmo_types/
H A Darrow3d_gizmo.c296 float ray_origin[3], ray_direction[3]; in gizmo_arrow_modal() member
311 ED_view3d_win_to_ray(region, proj[j].mval, proj[j].ray_origin, proj[j].ray_direction); in gizmo_arrow_modal()
314 if (RAD2DEGF(acosf(dot_v3v3(proj[j].ray_direction, arrow->gizmo.matrix_basis[2]))) < 5.0f) { in gizmo_arrow_modal()
320 project_plane_v3_v3v3(arrow_no_proj, arrow_no, proj[j].ray_direction); in gizmo_arrow_modal()
/dports/math/py-yt/yt-4.0.1/yt/utilities/lib/
H A Dprimitives.pyx238 cython.floating[3] ray_direction) nogil: argument
248 cdef cython.floating A = dot(ray_direction, ray_direction)
250 n[i] = ray_direction[i] / A
303 cdef cython.floating t = distance(S, ray_origin) / L2_norm(ray_direction)
460 cython.floating[3] ray_direction) nogil: argument
464 cdef cython.floating A = dot(ray_direction, ray_direction)
466 n[i] = ray_direction[i] / A
519 cdef cython.floating t = distance(S, ray_origin) / L2_norm(ray_direction)
/dports/math/vtk9/VTK-9.1.0/ThirdParty/vtkm/vtkvtkm/vtk-m/vtkm/rendering/raytracing/
H A DQuadIntersector.cxx119 const vec3& ray_direction, in quad() argument
146 vec3 P = vtkm::Cross(ray_direction, E03); in quad()
158 Precision beta = vtkm::dot(ray_direction, Q) * inv_det; in quad()
170 vec3 P_prime = vtkm::Cross(ray_direction, E21); in quad()
180 Precision beta_prime = vtkm::dot(ray_direction, Q_prime) * inv_det_prime; in quad()
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/render/
H A D3dclipper.cpp65 vec3d w, ray_direction; in clip_edge() local
68 vm_vec_sub(&ray_direction,&off_pnt->world,&on_pnt->world); in clip_edge()
72 den = -vm_vec_dot(&G3_user_clip_normal,&ray_direction); in clip_edge()

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