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| U3dRayTracing (U3dModel *mod3d) |
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virtual U3dRay * | rayShoot (U3dPoint startP, double f, double az, U3dCodeAr rCode, bool waySave=false) |
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bool | snellius (double vin, double teta0, double az, double vout, int rtr, double iAngle, double iAz, double &teta1, double &az1) |
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U3dModel * | getModel () const |
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| U3dRayTracing (U3dModel *mod3d) |
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virtual U3dRay * | rayShoot (U3dPoint startP, double f, double az, U3dCodeAr rCode, bool waySave=false) |
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bool | snellius (double vin, double teta0, double az, double vout, int rtr, double iAngle, double iAz, double &teta1, double &az1) |
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U3dModel * | getModel () const |
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U3D_STEP_RESULT | RayStep (U3dRayPoint &rp, double df, double &dt, double &iAngle, double &iAz, double &iCurvity, int &iBoundNum, U3D_WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) |
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U3D_STEP_RESULT | 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) |
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bool | intersectCellTriangles (const U3dGridCell *cell, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) |
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bool | processNeighbourCells (const U3dGridCell *cell1, const U3dGridCell *cell2, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) |
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double | getTime (U3dPoint p0, U3dPoint p1, double v0) |
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bool | stepOnRay (U3dRayPoint p1, U3dRayPoint &p2, double df, U3D_WAVE_TYPE vPS, bool prevInt, double &vel) |
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void | stepOnChord (double k, double fK, double azK, double df, double vel, U3dRayPoint rp0, U3dRayPoint &rp1) |
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void | CalcIntParams (U3dRayPoint p, U3dPoint p0, int rtr, U3dPoint &p1) |
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void | calcIntNeighPoints (U3dPoint p_int, double f, double az, U3dPoint &p0, U3dPoint &p1) |
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void | getEndPoint (U3dPoint p0, U3dPoint &p1) |
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U3D_STEP_RESULT | RayStep (U3dRayPoint &rp, double df, double &dt, double &iAngle, double &iAz, double &iCurvity, int &iBoundNum, U3D_WAVE_TYPE vPS, bool prevInt, bool noIntersect=false) |
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U3D_STEP_RESULT | 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) |
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bool | intersectCellTriangles (const U3dGridCell *cell, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) |
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bool | processNeighbourCells (const U3dGridCell *cell1, const U3dGridCell *cell2, U3dPoint p1, U3dPoint p2, U3dPoint &ip, int &iBoundNum, double &iAngle, double &iAz, int debug_level=0) |
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double | getTime (U3dPoint p0, U3dPoint p1, double v0) |
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bool | stepOnRay (U3dRayPoint p1, U3dRayPoint &p2, double df, U3D_WAVE_TYPE vPS, bool prevInt, double &vel) |
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void | stepOnChord (double k, double fK, double azK, double df, double vel, U3dRayPoint rp0, U3dRayPoint &rp1) |
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void | CalcIntParams (U3dRayPoint p, U3dPoint p0, int rtr, U3dPoint &p1) |
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void | calcIntNeighPoints (U3dPoint p_int, double f, double az, U3dPoint &p0, U3dPoint &p1) |
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void | getEndPoint (U3dPoint p0, U3dPoint &p1) |
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