UNIVERS
15.3
UNIVERS base processing software API
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This is the complete list of members for U3dAbstractRayShooter, including all inherited members.
ARSFaceZonesAr typedef (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
ARSFaceZonesAr typedef (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
calcIntNeighPoints(U3dPoint p_int, double f, double az, U3dPoint &p0, U3dPoint &p1) (defined in U3dRayTracing) | U3dRayTracing | protected |
calcIntNeighPoints(U3dPoint p_int, double f, double az, U3dPoint &p0, U3dPoint &p1) (defined in U3dRayTracing) | U3dRayTracing | protected |
CalcIntParams(U3dRayPoint p, U3dPoint p0, int rtr, U3dPoint &p1) | U3dRayTracing | protected |
CalcIntParams(U3dRayPoint p, U3dPoint p0, int rtr, U3dPoint &p1) | U3dRayTracing | protected |
calcNhbCPlaneAngles(int faceId, int i0, int j0, int i_n0, int j_n0, int i_n1, int j_n1, int i_n2, int j_n2, float &stF, float &stAz) | U3dAbstractRayShooter | |
calcNhbCPlaneAngles(int faceId, int i0, int j0, int i_n0, int j_n0, int i_n1, int j_n1, int i_n2, int j_n2, float &stF, float &stAz) | U3dAbstractRayShooter | |
calcRTRCoeff(U3dRay *ray, int debug_level=0) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | |
cdet4(dcomplex(*L4)[4]) | U3dRayDynCalculator | protected |
checkConf(int i0, int j0, int faceId) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
checkConf(int confId, int i0, int j0, int faceId, int &conf_type) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
checkConf(int i0, int j0, int faceId) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
checkConf(int confId, int i0, int j0, int faceId, int &conf_type) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
checkConf1(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf1(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf2(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf2(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf3(int i0, int j0, int faceId, int &conf_type) | U3dAbstractRayShooter | |
checkConf3(int i0, int j0, int faceId, int &conf_type) | U3dAbstractRayShooter | |
checkConf4(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf4(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf5(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf5(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf6(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkConf6(int i0, int j0, int faceId) | U3dAbstractRayShooter | |
checkFaceZone(int faceId, int zoneId, int conf, int &conf_type, int &resI, int &recJ) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
checkFaceZone(int faceId, int zoneId, int conf, int &conf_type, int &resI, int &recJ) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
checkNhbCell(int faceId, int i0, int j0) | U3dAbstractRayShooter | |
checkNhbCell(int faceId, int i0, int j0) | U3dAbstractRayShooter | |
coverConf(int confId, int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c, int conf_type) | U3dAbstractRayShooter | |
coverConf(int confId, int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c, int conf_type) | U3dAbstractRayShooter | |
coverNhbC1(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC1(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC2(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC2(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC3(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c, int conf_type) | U3dAbstractRayShooter | |
coverNhbC3(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c, int conf_type) | U3dAbstractRayShooter | |
coverNhbC4(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC4(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC5(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbC5(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbCCross(int faceId, int ni, int nj, U3dPoint p, U3dCodeAr c, int &resi, int &resj) | U3dAbstractRayShooter | |
coverNhbCCross(int faceId, int ni, int nj, U3dPoint p, U3dCodeAr c, int &resi, int &resj) | U3dAbstractRayShooter | |
coverNhbCSpiral(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
coverNhbCSpiral(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c) | U3dAbstractRayShooter | |
dl (defined in U3dRayTracing) | U3dRayTracing | protected |
find2FilledNhbC3(int faceId, int i0, int j0, int conf_type, int &i_n0, int &j_n0, int &i_n1, int &j_n1) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
find2FilledNhbC3(int faceId, int i0, int j0, int conf_type, int &i_n0, int &j_n0, int &i_n1, int &j_n1) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
find3FilledNhbC4(int faceId, int i0, int j0, int &i_n0, int &j_n0, int &i_n1, int &j_n1, int &i_n2, int &j_n2) | U3dAbstractRayShooter | |
find3FilledNhbC4(int faceId, int i0, int j0, int &i_n0, int &j_n0, int &i_n1, int &j_n1, int &i_n2, int &j_n2) | U3dAbstractRayShooter | |
find3FilledNhbC5(int faceId, int i0, int j0, int &i_n0, int &j_n0, int &i_n1, int &j_n1, int &i_n2, int &j_n2) | U3dAbstractRayShooter | |
find3FilledNhbC5(int faceId, int i0, int j0, int &i_n0, int &j_n0, int &i_n1, int &j_n1, int &i_n2, int &j_n2) | U3dAbstractRayShooter | |
findCleanNhbCell(int faceId, int &i, int &j, int &filled_cells_num, int &shadow_cells_num) | U3dAbstractRayShooter | |
findCleanNhbCell(int faceId, int &i, int &j, int &filled_cells_num, int &shadow_cells_num) | U3dAbstractRayShooter | |
findFilledFaceNhbCell(U3dPoint p, int faceId, U3dCodeAr c, int &resI, int &resJ) | U3dAbstractRayShooter | |
findFilledFaceNhbCell(U3dPoint p, int faceId, U3dCodeAr c, int &resI, int &resJ) | U3dAbstractRayShooter | |
findFilledNhbCell(int faceId, int &i, int &j) | U3dAbstractRayShooter | |
findFilledNhbCell(int faceId, int &i, int &j) | U3dAbstractRayShooter | |
findNextCell(int faceId, int &condId, int &i, int &j, int &filled_cells_num, int &shadow_cells_num, int &conf_type, int debug_level=0) | U3dAbstractRayShooter | |
findNextCell(int faceId, int &condId, int &i, int &j, int &filled_cells_num, int &shadow_cells_num, int &conf_type, int debug_level=0) | U3dAbstractRayShooter | |
findNextCleanCell(int faceId, int &confId, int &resI, int &resJ, int &filled_cells_num, int &shadow_cells_num, int &conf_type, int debug_level=0) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
findNextCleanCell(int faceId, int &confId, int &resI, int &resJ, int &filled_cells_num, int &shadow_cells_num, int &conf_type, int debug_level=0) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
formFaceActiveZones(int faceId) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | inlinevirtual |
formFaceActiveZones(int faceId) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | inlinevirtual |
getA(double B, double sigma) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsCoeff(int rtr_type, double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRDir(double f, double v0, double den0, double v1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRPPup(double f0, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRPS(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1, bool up=true) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRPSdown(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRPSup(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRSPdown(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRSPup(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getAkiRichardsRSSup(double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getApproxCoeff(int rtr_type, double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getB(double vp0, double vp1, double R0) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getCellStatus(int i, int j, int faceId) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
getCellStatus(int i, int j, int faceId) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
getEndPoint(U3dPoint p0, U3dPoint &p1) | U3dRayTracing | protected |
getEndPoint(U3dPoint p0, U3dPoint &p1) | U3dRayTracing | protected |
getFaceCellIJ(U3dPoint p, int faceId, int &i, int &j) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellIJ(U3dPoint p, int faceId, int &i, int &j) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellStAz(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellStAz(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellStF(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellStF(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellT(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceCellT(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceId(U3dRay *r) | U3dAbstractRayShooter | inlinevirtual |
getFaceId(U3dRay *r) | U3dAbstractRayShooter | inlinevirtual |
getFaceIMax(int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceIMax(int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceJMax(int faceId) | U3dAbstractRayShooter | inlinevirtual |
getFaceJMax(int faceId) | U3dAbstractRayShooter | inlinevirtual |
getModel() const | U3dRayTracing | inline |
getModel() const | U3dRayTracing | inline |
getPoissonsRatio(double vp, double vs) | U3dRayDynCalculator | protected |
getR0(double vp0, double vp1, double den0, double den1) | U3dRayDynCalculator | protected |
getRTRType(U3D_WAVE_TYPE wt0, U3D_WAVE_TYPE wt1) | U3dRayDynCalculator | protected |
getShueyCoeff(int rtr_type, double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRDir(double f, double v0, double den0, double v1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRPPup(double f0, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRPSdown(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRPSup(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRSPdown(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRSPup(double f0, double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getShueyRSSup(double f1, double vp0, double vs0, double den0, double vp1, double vs1, double den1) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
getTime(U3dPoint p0, U3dPoint p1, double v0) | U3dRayTracing | protected |
getTime(U3dPoint p0, U3dPoint p1, double v0) | U3dRayTracing | protected |
getZoeppritzCoeff(double p1, U3D_WAVE_TYPE wt1, U3D_WAVE_TYPE wt2, bool transfer, double ro1, double vp1, double vs1, double ro2, double vp2, double vs2) | U3dRayDynCalculator | protected |
intersectCellTriangles(const U3dGridCell *cell, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) (defined in U3dRayTracing) | U3dRayTracing | protected |
intersectCellTriangles(const U3dGridCell *cell, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) (defined in U3dRayTracing) | U3dRayTracing | protected |
isFaceCellClean(int i, int j, int faceId) | U3dAbstractRayShooter | |
isFaceCellClean(int i, int j, int faceId) | U3dAbstractRayShooter | |
isFaceCellFilled(int i, int j, int faceId) | U3dAbstractRayShooter | |
isFaceCellFilled(int i, int j, int faceId) | U3dAbstractRayShooter | |
isFaceCellShadowed(int i, int j, int faceId) | U3dAbstractRayShooter | |
isFaceCellShadowed(int i, int j, int faceId) | U3dAbstractRayShooter | |
m_coeff_type (defined in U3dRayDynCalculator) | U3dRayDynCalculator | protected |
m_face_active_zones (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
m_model | U3dRayTracing | protected |
m_modelBox | U3dRayTracing | protected |
printCellNhbC(int i0, int j0, int faceId, int nhb_num=7) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
printCellNhbC(int i0, int j0, int faceId, int nhb_num=7) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
printConfCell(int i0, int j0, int faceId, int confId=3) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
printConfCell(int i0, int j0, int faceId, int confId=3) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
processNeighbourCells(const U3dGridCell *cell1, const U3dGridCell *cell2, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) (defined in U3dRayTracing) | U3dRayTracing | protected |
processNeighbourCells(const U3dGridCell *cell1, const U3dGridCell *cell2, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) (defined in U3dRayTracing) | U3dRayTracing | protected |
rayShoot(U3dPoint startP, double f, double az, U3dCodeAr rCode, bool waySave=false) | U3dRayTracing | virtual |
rayShoot(U3dPoint startP, double f, double az, U3dCodeAr rCode, bool waySave=false) | U3dRayTracing | virtual |
rayStep(U3dRayPoint &rp, double df, double &dt, double &iAngle, double &iAz, double &iCurvity, int &iBoundNum, int &bn1, int &bn2, U3D_WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) (defined in U3dRayTracing) | U3dRayTracing | protected |
rayStep(U3dRayPoint &rp, double df, double &dt, double &iAngle, double &iAz, double &iCurvity, int &iBoundNum, int &bn1, int &bn2, U3D_WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) (defined in U3dRayTracing) | U3dRayTracing | protected |
RayStep(U3dRayPoint &rp, double df, double &dt, double &iAngle, double &iAz, double &iCurvity, int &iBoundNum, U3D_WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) | U3dRayTracing | protected |
RayStep(U3dRayPoint &rp, double df, double &dt, double &iAngle, double &iAz, double &iCurvity, int &iBoundNum, U3D_WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) | U3dRayTracing | protected |
setShadowedFlag(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
setShadowedFlag(int i, int j, int faceId) | U3dAbstractRayShooter | inlinevirtual |
shootNcheckPh1(int faceId, U3dPoint p, float f, float az, int ni, int nj, U3dCodeAr c, int &resI, int &resJ) | U3dAbstractRayShooter | |
shootNcheckPh1(int faceId, U3dPoint p, float f, float az, int ni, int nj, U3dCodeAr c, int &resI, int &resJ) | U3dAbstractRayShooter | |
shootNcheckPh2(int faceId, U3dPoint p, float f, float az, int i0, int j0, U3dCodeAr c, int &resI, int &resJ) | U3dAbstractRayShooter | |
shootNcheckPh2(int faceId, U3dPoint p, float f, float az, int i0, int j0, U3dCodeAr c, int &resI, int &resJ) | U3dAbstractRayShooter | |
shootNhbC2Cross(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c, int i_n0, int j_n0, int i_n1, int j_n1) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
shootNhbC2Cross(int faceId, int i0, int j0, U3dPoint p, U3dCodeAr c, int i_n0, int j_n0, int i_n1, int j_n1) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
snellius(double vin, double teta0, double az, double vout, int rtr, double iAngle, double iAz, double &teta1, double &az1) | U3dRayTracing | |
snellius(double vin, double teta0, double az, double vout, int rtr, double iAngle, double iAz, double &teta1, double &az1) | U3dRayTracing | |
stepOnChord(double k, double fK, double azK, double df, double vel, U3dRayPoint rp0, U3dRayPoint &rp1) (defined in U3dRayTracing) | U3dRayTracing | protected |
stepOnChord(double k, double fK, double azK, double df, double vel, U3dRayPoint rp0, U3dRayPoint &rp1) (defined in U3dRayTracing) | U3dRayTracing | protected |
stepOnRay(U3dRayPoint p1, U3dRayPoint &p2, double df, U3D_WAVE_TYPE vPS, bool prevInt, double &vel) (defined in U3dRayTracing) | U3dRayTracing | protected |
stepOnRay(U3dRayPoint p1, U3dRayPoint &p2, double df, U3D_WAVE_TYPE vPS, bool prevInt, double &vel) (defined in U3dRayTracing) | U3dRayTracing | protected |
U3dAbstractRayShooter(U3dModel *mod3d, URayReflCoefType coeff_type=ZOEPPRITZ) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
U3dAbstractRayShooter(U3dModel *mod3d, U3dReflCoefType coeff_type=ZOEPPRITZ) (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | |
U3dRayDynCalculator(U3dModel *mod3d, URayReflCoefType coeff_type=ZOEPPRITZ) (defined in U3dRayDynCalculator) | U3dRayDynCalculator | |
U3dRayTracing(U3dModel *mod3d) (defined in U3dRayTracing) | U3dRayTracing | |
U3dRayTracing(U3dModel *mod3d) (defined in U3dRayTracing) | U3dRayTracing | |
~U3dAbstractRayShooter() (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | inlinevirtual |
~U3dAbstractRayShooter() (defined in U3dAbstractRayShooter) | U3dAbstractRayShooter | inlinevirtual |
~U3dRayDynCalculator() (defined in U3dRayDynCalculator) | U3dRayDynCalculator | inline |
~U3dRayTracing() (defined in U3dRayTracing) | U3dRayTracing | virtual |
~U3dRayTracing() (defined in U3dRayTracing) | U3dRayTracing | virtual |