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/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/
H A Dmatrix_util.h53 static inline constexpr Mat4X4 Transpose(const Mat4X4& m) in Transpose()
55 Mat4X4 result; in Transpose()
91 static inline constexpr Mat4X4 PostScale(const Mat4X4& mat, const Vec3& vec) in PostScale()
93 Mat4X4 result; in PostScale()
112 static inline constexpr Mat4X4 Scale(const Mat4X4& mat, const Vec3& vec) in Scale()
114 Mat4X4 result; in Scale()
143 static inline constexpr Vec4 GetColumn(const Mat4X4
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H A Dmatrix.h130 class Mat4X4 final {
158 inline constexpr Mat4X4() : data { 0 } {} in Mat4X4() function in Math::final
161 inline constexpr Mat4X4(Vec4 const& v0, Vec4 const& v1, Vec4 const& v2, Vec4 const& v3) : x(v0), y(v1), z(v2), w(v3) in Mat4X4() function in Math::final
165 inline constexpr Mat4X4(const float d[16]) in Mat4X4() function in Math::final
170 inline constexpr Mat4X4(float d0, float d1, float d2, float d3, float d4, float d5, float d6, float d7, float d8, in Mat4X4() function in Math::final
176 inline explicit constexpr Mat4X4(float id) in Mat4X4() function in Math::final
180 /** Conversion constructor from Mat3X3 to Mat4X4 */
181 explicit inline constexpr Mat4X4(const Mat3X3& mat3X3) in Mat4X4() function in Math::final
186 inline ~Mat4X4() = default;
189 inline constexpr Mat4X4 operato
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_cameras.h59 BASE_NS::Math::Mat4X4 baseProj { BASE_NS::Math::IDENTITY_4X4 };
60 BASE_NS::Math::Mat4X4 proj { BASE_NS::Math::IDENTITY_4X4 };
66 BASE_NS::Math::Mat4X4 GetShadowBiasMatrix(
H A Drender_node_default_cameras.cpp42 constexpr BASE_NS::Math::Mat4X4 ZERO_MATRIX_4X4 = {};
43 constexpr BASE_NS::Math::Mat4X4 SHADOW_BIAS_MATRIX = BASE_NS::Math::Mat4X4 { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f,
45 constexpr BASE_NS::Math::Mat4X4 GetShadowBias(const uint32_t shadowIndex, const uint32_t shadowCount) in GetShadowBias()
51 return BASE_NS::Math::Mat4X4 { sc, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, sc + so, 0.5f, in GetShadowBias()
160 const Math::Mat4X4 viewProj = jp.proj * currCamera.matrices.view; in ExecuteFrame()
170 const Math::Mat4X4 viewProjPrevFrame = jpPrevFrame.proj * currCamera.matrices.viewPrevFrame; in ExecuteFrame()
176 const Math::Mat4X4 shadowBias = GetShadowBiasMatrix(dsLight, currCamera); in ExecuteFrame()
177 const Math::Mat4X4 shadowViewProj = shadowBias * viewProj; in ExecuteFrame()
235 BASE_NS::Math::Mat4X4 RenderNodeDefaultCamera
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/api/
H A Dnode.h43 META_API_INTERFACE_PROPERTY_CACHED(Node, LocalMatrix, BASE_NS::Math::Mat4X4)
77 BASE_NS::Math::Mat4X4 GetGlobalTransform() const in GetGlobalTransform()
85 void SetGlobalTransform(const BASE_NS::Math::Mat4X4& mat) in SetGlobalTransform()
/foundation/graphic/graphic_3d/lume/LumeEngine/src/util/
H A Dfrustum_util.h25 class Mat4X4;
34 Frustum CreateFrustum(const BASE_NS::Math::Mat4X4& matrix) const override;
/foundation/graphic/graphic_3d/lume/LumeEngine/api/core/util/
H A Dintf_frustum_util.h28 class Mat4X4;
70 virtual Frustum CreateFrustum(const BASE_NS::Math::Mat4X4& matrix) const = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.h36 class Mat4X4;
121 BASE_NS::Math::Mat4X4 mtx; // world matrix
122 BASE_NS::Math::Mat4X4 prevWorld; // previous world matrix
158 const BASE_NS::Math::Mat4X4& world;
159 const BASE_NS::Math::Mat4X4& prevWorld;
165 const BASE_NS::Math::Mat4X4& world;
215 const CORE_NS::Entity& entity, const BASE_NS::Math::Mat4X4& view, const BASE_NS::Math::Mat4X4& proj);
332 BASE_NS::Math::Mat4X4 view;
333 BASE_NS::Math::Mat4X4 pro
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H A Dskinning_system.cpp61 const Math::Mat4X4& skinEntityWorld, JointMatricesComponent& jointMatrices) in UpdateJointBounds()
83 const Math::Mat4X4& bbWorld = skinEntityWorld * jointMatrices.jointMatrices[j]; in UpdateJointBounds()
206 const array_view<Math::Mat4X4 const>& ibms, JointMatricesComponent& jointMatrices, in UpdateJointTransformations()
207 const Math::Mat4X4& skinEntityWorldInverse) in UpdateJointTransformations()
209 auto matrices = array_view<Math::Mat4X4>( in UpdateJointTransformations()
224 return Math::Mat4X4 { 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f }; in UpdateJointTransformations()
231 Math::Mat4X4 skinEntityWorld(1.0f); in UpdateSkin()
232 Math::Mat4X4 skinEntityWorldInverse(1.0f); in UpdateSkin()
H A Dskinning_system.h72 const BASE_NS::array_view<BASE_NS::Math::Mat4X4 const>& iblMatrices, JointMatricesComponent& jointMatrices,
73 const BASE_NS::Math::Mat4X4& skinEntityWorldInverse);
/foundation/graphic/graphic_3d/lume/LumeEcsSerializer/EcsSerializer/src/ecs_serializer/
H A Dasset_migration.cpp50 { PROPERTYTYPE(Math::Mat4X4), PropertyType::MAT4X4_T }, // Math::Mat4X4 to Math::Mat4X4
70 { PROPERTYTYPE_ARRAY(Math::Mat4X4), PropertyType::MAT4X4_ARRAY_T }, // Math::Mat4X4 to Math::Mat4X4
75 { PROPERTYTYPE(vector<Math::Mat4X4>), PropertyType::MAT4X4_VECTOR_T },
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dasset_migration.cpp50 { PROPERTYTYPE(Math::Mat4X4), PropertyType::MAT4X4_T }, // Math::Mat4X4 to BASE_NS::Math::Mat4X4
70 { PROPERTYTYPE_ARRAY(Math::Mat4X4), PropertyType::MAT4X4_ARRAY_T }, // Math::Mat4X4 to BASE_NS::Math::Mat4X4
75 { PROPERTYTYPE(vector<Math::Mat4X4>), PropertyType::MAT4X4_VECTOR_T },
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/interface/
H A Dintf_node.h117 META_PROPERTY(BASE_NS::Math::Mat4X4, LocalMatrix)
251 virtual BASE_NS::Math::Mat4X4 GetGlobalTransform() const = 0;
258 virtual void SetGlobalTransform(const BASE_NS::Math::Mat4X4& matrix) = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H A Drender_data_defines_3d.h130 BASE_NS::Math::Mat4X4 world;
132 BASE_NS::Math::Mat4X4 normalWorld;
134 BASE_NS::Math::Mat4X4 prevWorld;
405 BASE_NS::Math::Mat4X4 view;
407 BASE_NS::Math::Mat4X4 proj;
410 BASE_NS::Math::Mat4X4 viewPrevFrame;
412 BASE_NS::Math::Mat4X4 projPrevFrame;
H A Dintf_render_data_store_default_material.h220 BASE_NS::Math::Mat4X4* data { nullptr };
376 virtual uint32_t AddSkinJointMatrices(const BASE_NS::array_view<const BASE_NS::Math::Mat4X4> skinJointMatrices,
377 const BASE_NS::array_view<const BASE_NS::Math::Mat4X4> prevSkinJointMatrices) = 0;
454 virtual BASE_NS::array_view<const BASE_NS::Math::Mat4X4> GetSubmeshJointMatrixData(
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/
H A Dlocal_matrix_component.h30 DEFINE_PROPERTY(BASE_NS::Math::Mat4X4, matrix, "Local Matrix", 0, VALUE(BASE_NS::Math::IDENTITY_4X4))
H A Dworld_matrix_component.h34 DEFINE_PROPERTY(BASE_NS::Math::Mat4X4, matrix, "World Matrix", 0, VALUE(BASE_NS::Math::IDENTITY_4X4))
H A Dskin_ibm_component.h32 DEFINE_PROPERTY(BASE_NS::vector<BASE_NS::Math::Mat4X4>, matrices, "Inverse Bind Matrices", 0, )
H A Djoint_matrices_component.h46 BASE_NS::Math::Mat4X4, CORE_DEFAULT_MATERIAL_MAX_JOINT_COUNT, jointMatrices, "Joint Matrices", 0, ARRAY_VALUE())
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.cpp50 MinAndMax GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) in GetWorldAABB()
161 const Math::Mat4X4& worldMatrix = worldMatrixComponentManager.Get(worldMatrixId).matrix; in UpdateRecursiveAABB()
185 const ISceneNode& sceneNode, const Math::Mat4X4& parentWorld, bool isRecursive, MinAndMax& mamInOut) in UpdateRecursiveAABB()
188 Math::Mat4X4 worldMatrix = parentWorld; in UpdateRecursiveAABB()
193 const Math::Mat4X4 localMatrix = Math::Trs(tc.position, tc.rotation, tc.scale); in UpdateRecursiveAABB()
218 RayCastResult HitTestNode(ISceneNode& node, const MeshComponent& mesh, const Math::Mat4X4& matrix, in HitTestNode()
261 Math::Mat4X4 projToView = in ScreenToWorld()
336 Math::Mat4X4 viewToProj = CameraMatrixUtil::CalculateProjectionMatrix(cameraComponent, isCameraNegative); in WorldToScreen()
553 MinAndMax Picking::GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) const in GetWorldAABB()
585 Math::Mat4X4(1. in GetTransformComponentAABB()
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/foundation/graphic/graphic_3d/lume/metaobject/src/
H A Dregister_engine_access.cpp53 BASE_NS::Math::Mat4X4,
62 BASE_NS::vector<BASE_NS::Math::Mat4X4>,
/foundation/graphic/graphic_3d/lume/LumeEngine/api/core/property/
H A Dproperty_types.h31 class Mat4X4;
98 inline constexpr PropertyTypeDecl MAT4X4_T = PROPERTYTYPE(BASE_NS::Math::Mat4X4);
115 inline constexpr PropertyTypeDecl MAT4X4_ARRAY_T = PROPERTYTYPE_ARRAY(BASE_NS::Math::Mat4X4);
121 inline constexpr PropertyTypeDecl MAT4X4_VECTOR_T = PROPERTYTYPE(BASE_NS::vector<BASE_NS::Math::Mat4X4>);
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/
H A Dprevious_joint_matrices_component.h43 BASE_NS::Math::Mat4X4, CORE_DEFAULT_MATERIAL_MAX_JOINT_COUNT, jointMatrices, "Joint Matrices", 0, ARRAY_VALUE())
H A Dprevious_world_matrix_component.h35 DEFINE_PROPERTY(BASE_NS::Math::Mat4X4, matrix, "Previous World Matrix", 0, VALUE(BASE_NS::Math::IDENTITY_4X4))
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp144 Math::Mat4X4* AllocateMatrices(RenderDataStoreDefaultMaterial::LinearAllocatorStruct& allocator, const size_t count) in AllocateMatrices()
146 const size_t byteSize = count * sizeof(Math::Mat4X4); in AllocateMatrices()
147 return static_cast<Math::Mat4X4*>(AllocateMatrixMemory(allocator, byteSize)); in AllocateMatrices()
410 const array_view<const Math::Mat4X4> skinJointMatrices, const array_view<const Math::Mat4X4> prevSkinJointMatrices)
417 const uint32_t byteSize = sizeof(Math::Mat4X4) * jointCount;
419 Math::Mat4X4* jointMatrixData = AllocateMatrices(submeshJointMatricesAllocator_, fullJointCount);
679 array_view<const Math::Mat4X4> RenderDataStoreDefaultMaterial::GetSubmeshJointMatrixData( in GetSubmeshJointMatrixData()
684 return array_view<const Math::Mat4X4>(jm.data, static_cast<size_t>(jm.count)); in GetSubmeshJointMatrixData()

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