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src/l/a/ladybug-HEAD/src/ladybug_ladybug.py   ladybug(Download)
                        #calculate intersection
                        ray = rc.Geometry.Ray3d(testPoint, rc.Geometry.Vector3d(*patchVec)) # generate the ray
                        if rc.Geometry.Intersect.Intersection.MeshRay(bldgMesh, ray) >= 0.0: check = 0;
 
                    if check == 1:
                        if bldgMesh!=None:
                            #for bldg in bldgMesh: # bldgMesh is all joined as one mesh
                            if rc.Geometry.Intersect.Intersection.MeshRay(bldgMesh, ray) >= 0.0: check = 0;
 
                        if check != 0 and contextMesh!=None: #and testPts[i].Z < contextHeight:
                            #for bldg in contextMesh:
                            if rc.Geometry.Intersect.Intersection.MeshRay(contextMesh,ray) >= 0.0: check = 0;
 
                        if bldgMesh!=None:
                            if rc.Geometry.Intersect.Intersection.MeshRay(bldgMesh, ray) >= 0.0: check = 0
                        if check != 0 and contextMesh!=None:
                            if rc.Geometry.Intersect.Intersection.MeshRay(contextMesh,ray) >= 0.0: check = 0

src/l/a/ladybug-HEAD/src/Ladybug_Shade Benefit Evaluator.py   ladybug(Download)
            for vec in _sunVectors:
                if context_:
                    if rc.Geometry.Intersect.Intersection.MeshRay(contextMesh, rc.Geometry.Ray3d(pt, vec)) < 0:
                        sunLines[ptCount].append(rc.Geometry.Line(pt, lineLength * vec))
                    else: sunLines[ptCount].append(0)

src/l/a/ladybug-HEAD/src/Ladybug_Shading Mask.py   ladybug(Download)
            ray = rc.Geometry.Ray3d(testPt, normalVector)
            # run the intersection
            if rc.Geometry.Intersect.Intersection.MeshRay(joinedContext, ray) >= 0.0:
                masked[i] = 1
            else:

src/h/o/Honeybee-HEAD/src/Honeybee_Energy Shade Benefit Evaluator.py   Honeybee(Download)
            for vec in _sunVectors:
                if context_:
                    if rc.Geometry.Intersect.Intersection.MeshRay(contextMesh, rc.Geometry.Ray3d(pt, vec)) < 0:
                        sunLines[ptCount].append(rc.Geometry.Line(pt, lineLength * vec))
                    else: sunLines[ptCount].append(0)