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OpenEXR /
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Name
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Iex.h
2.34
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IexBaseExc.h
9.06
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IexErrnoExc.h
7.37
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IexExport.h
2.08
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IexForward.h
5.1
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IexMacros.h
5.63
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IexMathExc.h
2.41
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IexMathFloatExc.h
4.58
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IexMathFpu.h
3.3
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IexMathIeeeExc.h
2.3
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IexNamespace.h
4.3
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IexThrowErrnoExc.h
3.4
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IlmBaseConfig.h
1.64
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IlmThread.h
4.78
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IlmThreadExport.h
2.15
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IlmThreadForward.h
2.08
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IlmThreadMutex.h
4.32
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IlmThreadNamespace.h
4.54
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IlmThreadPool.h
5.21
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IlmThreadSemaphore.h
3.38
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ImathBox.h
16.62
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ImathBoxAlgo.h
22.35
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ImathColor.h
14.87
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ImathColorAlgo.h
7.08
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ImathEuler.h
22.88
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ImathExc.h
2.82
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ImathExport.h
2.13
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ImathForward.h
2.68
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ImathFrame.h
6.6
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ImathFrustum.h
22.26
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ImathFrustumTest.h
14.77
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ImathFun.h
5.99
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ImathGL.h
4.52
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ImathGLU.h
2.17
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ImathHalfLimits.h
2.47
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ImathInt64.h
2.4
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ImathInterval.h
5.34
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ImathLimits.h
7.76
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ImathLine.h
4.74
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ImathLineAlgo.h
7.68
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ImathMath.h
7.17
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ImathMatrix.h
82.42
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ImathMatrixAlgo.h
37.97
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ImathNamespace.h
4.38
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ImathPlane.h
6.75
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ImathPlatform.h
3.23
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ImathQuat.h
20.94
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ImathRandom.h
9.84
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ImathRoots.h
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ImathShear.h
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ImathSphere.h
4.68
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ImathVec.h
44.17
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ImathVecAlgo.h
4.64
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ImfAcesFile.h
10.27
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ImfArray.h
6.79
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ImfAttribute.h
10.36
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ImfB44Compressor.h
3.67
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ImfBoxAttribute.h
3.1
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ImfCRgbaFile.h
12.5
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ImfChannelList.h
11.2
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ImfChannelListAttribute.h
2.69
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ImfChromaticities.h
4.45
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ImfChromaticitiesAttribute.h
2.74
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ImfCompositeDeepScanLine.h
5.38
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ImfCompression.h
3.25
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ImfCompressionAttribute.h
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ImfConvert.h
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ImfDeepCompositing.h
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ImfDeepFrameBuffer.h
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ImfDeepImageState.h
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ImfDeepImageStateAttribute.h
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ImfDeepScanLineInputFile.h
11.01
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ImfDeepScanLineInputPart.h
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ImfDeepScanLineOutputFile.h
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ImfDeepScanLineOutputPart.h
6.41
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ImfDeepTiledInputFile.h
16.08
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ImfDeepTiledInputPart.h
13.27
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ImfDeepTiledOutputFile.h
18.1
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ImfDeepTiledOutputPart.h
14.83
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ImfDoubleAttribute.h
2.29
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ImfEnvmap.h
11.29
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ImfEnvmapAttribute.h
2.67
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ImfExport.h
2.11
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ImfFloatAttribute.h
2.26
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ImfForward.h
3.48
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ImfFrameBuffer.h
11.18
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ImfFramesPerSecond.h
3.79
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ImfGenericInputFile.h
2.26
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ImfGenericOutputFile.h
2.44
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ImfHeader.h
19.27
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ImfHuf.h
2.86
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ImfIO.h
7.45
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ImfInputFile.h
8.28
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ImfInputPart.h
3.52
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ImfInt64.h
2.24
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ImfIntAttribute.h
2.27
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ImfKeyCode.h
4.9
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ImfKeyCodeAttribute.h
2.65
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ImfLineOrder.h
2.42
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ImfLineOrderAttribute.h
2.67
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ImfLut.h
5.12
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ImfMatrixAttribute.h
3.65
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ImfMisc.h
16.33
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ImfMultiPartInputFile.h
3.94
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ImfMultiPartOutputFile.h
4.29
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ImfMultiView.h
6.29
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ImfName.h
3.52
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ImfNamespace.h
4.46
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ImfOpaqueAttribute.h
3.55
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ImfOutputFile.h
9.66
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ImfOutputPart.h
3.04
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ImfPartHelper.h
7.66
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ImfPartType.h
2.38
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ImfPixelType.h
2.34
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ImfPreviewImage.h
4.65
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ImfPreviewImageAttribute.h
2.68
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ImfRational.h
3.17
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ImfRationalAttribute.h
2.63
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ImfRgba.h
3.08
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ImfRgbaFile.h
13.09
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ImfRgbaYca.h
8.21
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ImfStandardAttributes.h
13.26
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ImfStringAttribute.h
2.58
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ImfStringVectorAttribute.h
2.7
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ImfTestFile.h
3.55
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ImfThreading.h
4.24
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ImfTileDescription.h
3.13
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ImfTileDescriptionAttribute.h
2.7
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ImfTiledInputFile.h
13.82
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ImfTiledInputPart.h
4.55
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ImfTiledOutputFile.h
17.83
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ImfTiledOutputPart.h
4.75
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ImfTiledRgbaFile.h
15.89
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ImfTimeCode.h
7
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ImfTimeCodeAttribute.h
2.64
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ImfVecAttribute.h
4.45
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ImfVersion.h
4.64
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ImfWav.h
2.73
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ImfXdr.h
18.74
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OpenEXRConfig.h
1.8
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half.h
17.22
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halfExport.h
757
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halfFunction.h
4.83
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halfLimits.h
3.73
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Code Editor : ImathVecAlgo.h
/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMATHVECALGO_H #define INCLUDED_IMATHVECALGO_H //------------------------------------------------------------------------- // // This file contains algorithms applied to or in conjunction // with points (Imath::Vec2 and Imath::Vec3). // The assumption made is that these functions are called much // less often than the basic point functions or these functions // require more support classes. // //------------------------------------------------------------------------- #include "ImathVec.h" #include "ImathLimits.h" #include "ImathNamespace.h" IMATH_INTERNAL_NAMESPACE_HEADER_ENTER //----------------------------------------------------------------- // Find the projection of vector t onto vector s (Vec2, Vec3, Vec4) //----------------------------------------------------------------- template <class Vec> Vec project (const Vec &s, const Vec &t); //------------------------------------------------ // Find a vector that is perpendicular to s and // in the same plane as s and t (Vec2, Vec3, Vec4) //------------------------------------------------ template <class Vec> Vec orthogonal (const Vec &s, const Vec &t); //----------------------------------------------- // Find the direction of a ray s after reflection // off a plane with normal t (Vec2, Vec3, Vec4) //----------------------------------------------- template <class Vec> Vec reflect (const Vec &s, const Vec &t); //-------------------------------------------------------------------- // Find the vertex of triangle (v0, v1, v2) that is closest to point p // (Vec2, Vec3, Vec4) //-------------------------------------------------------------------- template <class Vec> Vec closestVertex (const Vec &v0, const Vec &v1, const Vec &v2, const Vec &p); //--------------- // Implementation //--------------- template <class Vec> Vec project (const Vec &s, const Vec &t) { Vec sNormalized = s.normalized(); return sNormalized * (sNormalized ^ t); } template <class Vec> Vec orthogonal (const Vec &s, const Vec &t) { return t - project (s, t); } template <class Vec> Vec reflect (const Vec &s, const Vec &t) { return s - typename Vec::BaseType(2) * (s - project(t, s)); } template <class Vec> Vec closestVertex(const Vec &v0, const Vec &v1, const Vec &v2, const Vec &p) { Vec nearest = v0; typename Vec::BaseType neardot = (v0 - p).length2(); typename Vec::BaseType tmp = (v1 - p).length2(); if (tmp < neardot) { neardot = tmp; nearest = v1; } tmp = (v2 - p).length2(); if (tmp < neardot) { neardot = tmp; nearest = v2; } return nearest; } IMATH_INTERNAL_NAMESPACE_HEADER_EXIT #endif // INCLUDED_IMATHVECALGO_H
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