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Searched refs:ResultRow (Results 1 - 9 of 9) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeEngine/ecshelper/ComponentTools/
H A Dcomponent_query.h88 struct ResultRow { struct
89 ResultRow() = default;
90 ~ResultRow() = default;
92 ResultRow(const ResultRow& rhs) = delete;
93 ResultRow& operator=(const ResultRow& rhs) = delete;
94 ResultRow(ResultRow&& rhs) noexcept = default;
95 ResultRow
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H A Dcomponent_query.cpp40 bool ComponentQuery::ResultRow::IsValidComponentId(size_t index) const in IsValidComponentId()
171 array_view<const ComponentQuery::ResultRow> ComponentQuery::GetResults() const in GetResults()
176 const ComponentQuery::ResultRow* ComponentQuery::FindResultRow(Entity entity) const in FindResultRow()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Dskinning_system.cpp118 SkinTask(SkinningSystem& system, array_view<const ComponentQuery::ResultRow> results) in SkinTask()
123 for (const ComponentQuery::ResultRow& row : results_) {
133 array_view<const ComponentQuery::ResultRow> results_;
228 void SkinningSystem::UpdateSkin(const ComponentQuery::ResultRow& row) in UpdateSkin()
334 for (const ComponentQuery::ResultRow& row : finalBatch) { in Update()
H A Dskinning_system.h70 void UpdateSkin(const CORE_NS::ComponentQuery::ResultRow& row);
H A Dnode_system.h81 NodeInfo ProcessNode(SceneNode* node, const bool parentEnabled, const CORE_NS::ComponentQuery::ResultRow* row);
H A Drender_system.h182 void ProcessRenderMeshBatch(const CORE_NS::Entity renderMeshBatch, const CORE_NS::ComponentQuery::ResultRow* row);
193 void ProcessReflection(const CORE_NS::ComponentQuery::ResultRow& row, const RenderCamera& camera);
H A Danimation_system.cpp733 // Would constructing a reordered ResultRow array be better than indices into the results? Would be one in Update()
1107 const ComponentQuery::ResultRow& row = results[index]; in ResetTargetProperties()
1147 const ComponentQuery::ResultRow& row = results[index]; in InitializeTrackValues()
1160 const ComponentQuery::ResultRow& row = results[index]; in Calculate()
1197 const ComponentQuery::ResultRow& row = results[index]; in AnimateTracks()
1258 const ComponentQuery::ResultRow& row = results[index]; in ApplyResults()
H A Dnode_system.cpp1296 SceneNode* node, const bool parentEnabled, const ComponentQuery::ResultRow* row) in ProcessNode()
H A Drender_system.cpp1537 void RenderSystem::ProcessRenderMeshBatch(const Entity renderMeshBatch, const ComponentQuery::ResultRow* row)
1913 void RenderSystem::ProcessReflection(const ComponentQuery::ResultRow& row, const RenderCamera& camera)

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