UNIVERS
15.3
UNIVERS base processing software API
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This is the complete list of members for RayShooter, including all inherited members.
AddObSysPtr(ObservSys *) | RayTracing | |
CalcIntParams(double x, double z, double x0, double z0, int rtr, double &x1, double &z1) | RayTracing | protected |
CalcIntParams(double x, double z, double &x0, double &z0, int rtr, double f, double &x1, double &z1) (defined in RayTracing) | RayTracing | protected |
CalcIntParams2(double x, double z, double f, int rtr, double &x0, double &z0, double &x1, double &z1) | RayTracing | |
CalcRayAmpl(RayInfo *Ray) | RayTracing | protected |
CalcRayCoeff(double x, double z, double x0, double z0, double x1, double z1, int bn1, int bn2, int boundN, WAVE_TYPE wt1, WAVE_TYPE wt2, double iAngle) | RayTracing | protected |
CheckRec(int rec_num, int bNum) (defined in RayShooter) | RayShooter | protected |
clean_LS(LSList *&_list) (defined in RayShooter) | RayShooter | protected |
CompLS(LSList *recLS, LSList *spLS, RecInfoAr &recInfos) (defined in RayShooter) | RayShooter | |
DeleteLSList(dbItem dbiModelList) (defined in RayShooter) | RayShooter | |
exactFirstPoint(double spX, double spZ, double &startF, double &stepF, CodeAr rCode, int_ar *bNums, int &bn1, bool &stop_pressed_flag) (defined in RayShooter) | RayShooter | |
firstLsPoint(double spX, double spZ, double &startF, double &stepF, CodeAr rCode, int_ar *bNums, int &bn1, bool &big_angle, int ns_bnum, bool &stop_pressed_flag) (defined in RayShooter) | RayShooter | |
GetActiveZoneStart(CodeAr rCode, int_ar *bNums, double &tmp_f, double &start_x, double &start_z, double first_x, double first_z, double angleStep2, double eps) (defined in RayShooter) | RayShooter | protected |
GetDirectWavePath(CodeAr rCode, WavePath *wp, bool &good_path_flag, bool &stop_pressed_flag, double dl=10., double den=10.) (defined in RayShooter) | RayShooter | |
GetDL() (defined in RayTracing) | RayTracing | |
GetNearestRecNum(int bodyNum, double last_x, double last_z, int &first_rec, int &count) (defined in RayShooter) | RayShooter | protected |
GetWATimes(WAVE_TYPE wT, double *recX, double *recZ, int n, double *recT) (defined in RayShooter) | RayShooter | |
GetWavePath(CodeAr rCode, WavePath *wp, bool &good_path_flag, bool &stop_pressed_flag, double dl=10., double den=10.) (defined in RayShooter) | RayShooter | |
LoadLS(dbItem dbiLSList, LSInfo *ls, double &spX, double &spZ, WAVE_TYPE &wt, double &eps, int &bNum) (defined in RayShooter) | RayShooter | |
LoadLSList(LSList *LSLst, CodeAr rCode) (defined in RayShooter) | RayShooter | |
LoadRecLS(int recNum, WAVE_TYPE wt, int bNum, LSList *recLS) (defined in RayShooter) | RayShooter | |
LSShooterUP(WavePath *wp, WAVE_TYPE wT, bool rt, LSList *ls, RecInfoAr &recInfos, bool &stop_pressed_flag, int tbn=-1) (defined in RayShooter) | RayShooter | |
Mod2d | RayTracing | |
MShooterDOWN(WAVE_TYPE wT, bool rt, LSList *inLS, LSList *outLS, bool &stop_pressed_flag) (defined in RayShooter) | RayShooter | |
MShooterREC(int n1=-1, int n2=-1, WAVE_TYPE wt=PRESSURE) (defined in RayShooter) | RayShooter | |
MShooterSP(WAVE_TYPE wT, LSList *resLS, bool &stop_pressed_flag, double sx=-1., double sz=-1., int ns_bnum=-1) (defined in RayShooter) | RayShooter | |
MShooterSPNew(WAVE_TYPE wT, LSlist *resLS, bool &stop_pressed_flag, double sx=-1., double sz=-1., int ns_bnum=-1) (defined in RayShooter) | RayShooter | |
MShooterUniversal(WAVE_TYPE wT, bool rt, LSlist *inLS, LSlist *outLS, bool &stop_pressed_flag, bool WellShoot, int tbn, RTParams &rtp) (defined in RayShooter) | RayShooter | |
MShooterUP(WAVE_TYPE wT, bool rt, LSList *ls, RecInfoAr &recInfos, bool &stop_pressed_flag, int tbn=-1) (defined in RayShooter) | RayShooter | |
ObsSys | RayTracing | |
OneDirectShoot(double x0, double z0, double x1, double z1, double base_angle, int rec_num, double &result_x, double &result_z, double &result_angle, double &result_f, double &time, double eps) (defined in RayShooter) | RayShooter | protected |
PBar1 | RayShooter | |
PBar2 | RayShooter | |
RayShoot(double f, double startX, double startZ, bool waySave, CodeAr rCode, bool calcSD, int_ar *bNums=NULL) | RayTracing | |
RayShooter(Vel2dModelLDB *VelMod2d, ObservSys *OSys=NULL) (defined in RayShooter) | RayShooter | |
RayStep(double &x, double &z, double &f, double &v, double df, double &dt, double &resultAngle, double &resultCurvity, int &iBoundNum, WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) | RayTracing | protected |
RayTracing(Vel2dModel *mod2d) (defined in RayTracing) | RayTracing | |
SaveHod(RecInfoAr recInfos, double spX, double spZ, int fbLine=-1, int pmLine=-1) (defined in RayShooter) | RayShooter | |
SaveLS(dbItem dbiLSList, double spX, double spZ, double eps, LSList *ls, LSCode *lsc=NULL) (defined in RayShooter) | RayShooter | |
SaveRecLS(int recNum, WAVE_TYPE wt, int bodyNum, double eps, LSList *recLS) (defined in RayShooter) | RayShooter | |
SetDL(double dl) (defined in RayTracing) | RayTracing | |
SetPBars(Progress *PB1, Progress *PB2) (defined in RayShooter) | RayShooter | |
Shooter(double stAngle, double endAngle, int target, double fStep, int &rNum, double *rT, double *rAmpl, double *rAngle, double *recF, int *recNum) (defined in RayShooter) | RayShooter | |
Shooter2(double stAngle, double endAngle, int &num, double *recT, double *recAmpl, double *recAngle, double *recF, int *recNum) (defined in RayShooter) | RayShooter | |
Snellius(double vin, double teta0, double vout, int rtr, double iAngle, double &teta1) | RayTracing | static |
sourceShooter(double spX, double spZ, double &startF, double &stepF, CodeAr rCode, int_ar *bNums, WAVE_TYPE wT, LSlist *resLS, int ns_bnum, bool &stop_pressed_flag) (defined in RayShooter) | RayShooter | |
stop_MShooter(bool &stop_pressed_flag, LSInfo *&lsDesc) (defined in RayShooter) | RayShooter | |
stop_MShooterUP(bool &stop_pressed_flag, RecInfoAr &recInfos) (defined in RayShooter) | RayShooter | |
TestRayPath(RayInfo *ray, int_ar *boundN, CodeAr rCode) (defined in RayShooter) | RayShooter | |
WellTransform(WAVE_TYPE wT, LSlist *outLS, LSlist *inLS, RecInfoAr &recInfos, bool rt, RTParams rtp) (defined in RayShooter) | RayShooter | |
~RayShooter() (defined in RayShooter) | RayShooter | |
~RayTracing() (defined in RayTracing) | RayTracing |