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Help
Searched
refs:ResultRow
(Results
1 - 9
of
9
) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeEngine/ecshelper/ComponentTools/
H
A
D
component_query.h
88
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
[all...]
H
A
D
component_query.cpp
40
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
D
skinning_system.cpp
118
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
D
skinning_system.h
70
void UpdateSkin(const CORE_NS::ComponentQuery::
ResultRow
& row);
H
A
D
node_system.h
81
NodeInfo ProcessNode(SceneNode* node, const bool parentEnabled, const CORE_NS::ComponentQuery::
ResultRow
* row);
H
A
D
render_system.h
182
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
D
animation_system.cpp
733
// 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
D
node_system.cpp
1296
SceneNode* node, const bool parentEnabled, const ComponentQuery::
ResultRow
* row)
in ProcessNode()
H
A
D
render_system.cpp
1537
void RenderSystem::ProcessRenderMeshBatch(const Entity renderMeshBatch, const ComponentQuery::
ResultRow
* row)
1913
void RenderSystem::ProcessReflection(const ComponentQuery::
ResultRow
& row, const RenderCamera& camera)
Completed in 13 milliseconds