/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/ |
H A D | vector.h | 30 class Vec3; 192 class Vec3 final { 209 inline constexpr Vec3() noexcept; 211 inline constexpr Vec3(float xParameter, float yParameter, float zParameter) noexcept; 213 inline constexpr Vec3(const float d[]) noexcept; 215 inline constexpr Vec3(const Vec4& vec) noexcept; 216 ~Vec3() = default; 218 // Vec3 to Vec3 operations 220 inline constexpr Vec3 operato [all...] |
H A D | vector_util.h | 149 static inline constexpr float Dot(const Vec3& lhs, const Vec3& rhs) in Dot() 155 static inline constexpr Vec3 Cross(const Vec3& lhs, const Vec3& rhs) in Cross() 157 return Vec3(lhs.y * rhs.z - lhs.z * rhs.y, lhs.z * rhs.x - lhs.x * rhs.z, lhs.x * rhs.y - lhs.y * rhs.x); in Cross() 161 static inline constexpr Vec3 Lerp(const Vec3& v1, const Vec3& v2, float t) in Lerp() 164 return Vec3(v in Lerp() [all...] |
H A D | quaternion_util.h | 33 static inline Quat FromEulerRad(const Vec3& euler) in FromEulerRad() 68 static inline Quat AngleAxis(const float& angle, const Vec3& axis) in AngleAxis() 71 const Vec3 axisMultiplied = axis * sinHalfAngle; in AngleAxis() 89 return FromEulerRad(Vec3(x, y, z) * Math::DEG2RAD); in Euler() 93 static inline Quat Euler(const Vec3& euler) in Euler() 99 static inline Quat LookRotation(Vec3 forward, Vec3 up) in LookRotation() 102 const Vec3 right = Math::Normalize(Math::Cross(up, forward)); in LookRotation() 147 static inline constexpr Vec3 NormalizeAngles(Vec3 angle [all...] |
H A D | matrix.h | 49 Vec3 x, y, z; 51 Vec3 base[3]; 56 constexpr Vec3& operator[](size_t aIndex) in operator []() 62 constexpr const Vec3& operator[](size_t aIndex) const in operator []() 75 inline constexpr Mat3X3(Vec3 const& v0, Vec3 const& v1, Vec3 const& v2) noexcept : x(v0), y(v1), z(v2) {} in z() 86 const Vec3& rha { rhs.x.x, rhs.y.x, rhs.z.x }; in operator *() 87 const Vec3& rhb { rhs.x.y, rhs.y.y, rhs.z.y }; in operator *() 88 const Vec3 in operator *() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/ |
H A D | intf_picking.h | 50 BASE_NS::Math::Vec3 minAABB { CORE_FMAX, CORE_FMAX, CORE_FMAX }; 51 BASE_NS::Math::Vec3 maxAABB { -CORE_FMAX, -CORE_FMAX, -CORE_FMAX }; 67 BASE_NS::Math::Vec3 worldPosition { 0.0f, 0.0f, 0.0f }; 76 BASE_NS::Math::Vec3 worldPosition { 0.0f, 0.0f, 0.0f }; 98 virtual BASE_NS::Math::Vec3 ScreenToWorld( 99 CORE_NS::IEcs const& ecs, CORE_NS::Entity cameraEntity, BASE_NS::Math::Vec3 screenCoordinate) const = 0; 107 virtual BASE_NS::Math::Vec3 WorldToScreen( 108 CORE_NS::IEcs const& ecs, CORE_NS::Entity cameraEntity, BASE_NS::Math::Vec3 worldCoordinate) const = 0; 111 virtual MinAndMax GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin, 112 const BASE_NS::Math::Vec3 [all...] |
H A D | intf_scene_util.h | 54 virtual CORE_NS::Entity CreateCamera(CORE_NS::IEcs& ecs, const BASE_NS::Math::Vec3& position, 87 virtual void CameraLookAt(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::Vec3& eye, 88 const BASE_NS::Math::Vec3& target, const BASE_NS::Math::Vec3& up) = 0; 99 const BASE_NS::Math::Vec3& position, const BASE_NS::Math::Quat& rotation) const = 0;
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.h | 40 BASE_NS::Math::Vec3 ScreenToWorld( 41 CORE_NS::IEcs const& ecs, CORE_NS::Entity cameraEntity, BASE_NS::Math::Vec3 screenCoordinate) const override; 43 BASE_NS::Math::Vec3 WorldToScreen( 44 CORE_NS::IEcs const& ecs, CORE_NS::Entity cameraEntity, BASE_NS::Math::Vec3 worldCoordinate) const override; 46 BASE_NS::vector<RayCastResult> RayCast(CORE_NS::IEcs const& ecs, const BASE_NS::Math::Vec3& start, 47 const BASE_NS::Math::Vec3& direction) const override; 48 BASE_NS::vector<RayCastResult> RayCast(CORE_NS::IEcs const& ecs, const BASE_NS::Math::Vec3& start, 49 const BASE_NS::Math::Vec3& direction, uint64_t layerMask) const override; 50 BASE_NS::vector<RayTriangleCastResult> RayCast(const BASE_NS::Math::Vec3& start, 51 const BASE_NS::Math::Vec3 [all...] |
H A D | mesh_util.cpp | 48 constexpr Math::Vec3 PLANE_NORM[6u] = { 49 Math::Vec3(0.0f, 1.0f, 0.0f), 50 Math::Vec3(0.0f, 1.0f, 0.0f), 51 Math::Vec3(0.0f, 1.0f, 0.0f), 53 Math::Vec3(0.0f, 1.0f, 0.0f), 54 Math::Vec3(0.0f, 1.0f, 0.0f), 55 Math::Vec3(0.0f, 1.0f, 0.0f), 70 constexpr Math::Vec3 CUBE_POS[8u] = { 71 Math::Vec3(-0.5f, -0.5f, -0.5f), // 72 Math::Vec3(0. [all...] |
H A D | picking.cpp | 50 MinAndMax GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) in GetWorldAABB() 65 Math::Vec3 extentsW; in GetWorldAABB() 74 Math::Vec3 aabbMin, Math::Vec3 aabbMax, Math::Vec3 start, Math::Vec3 invDirection, float& hitDistance) in IntersectAabb() 107 bool IntersectTriangle(const Math::Vec3 triangle[3], const Math::Vec3 start, const Math::Vec3 directio [all...] |
H A D | scene_util.h | 42 CORE_NS::Entity CreateCamera(CORE_NS::IEcs& ecs, const BASE_NS::Math::Vec3& position, 48 void CameraLookAt(CORE_NS::IEcs& ecs, CORE_NS::Entity entity, const BASE_NS::Math::Vec3& eye, 49 const BASE_NS::Math::Vec3& target, const BASE_NS::Math::Vec3& up) override; 52 const BASE_NS::Math::Vec3& position, const BASE_NS::Math::Quat& rotation) const override;
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H A D | mesh_util.h | 27 class Vec3; 71 const BASE_NS::array_view<const BASE_NS::Math::Vec3>& positions, 72 const BASE_NS::array_view<const BASE_NS::Math::Vec3>& normals, 76 const BASE_NS::array_view<const BASE_NS::Math::Vec3>& positions, 77 const BASE_NS::array_view<const BASE_NS::Math::Vec3>& normals, 81 const BASE_NS::array_view<const BASE_NS::Math::Vec3>& positions, 82 const BASE_NS::array_view<const BASE_NS::Math::Vec3>& normals,
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/foundation/arkui/ace_engine/frameworks/base/geometry/ |
H A D | vec3.h | 25 class ACE_EXPORT Vec3 { class 27 Vec3() = default; 28 ~Vec3() = default; 29 Vec3(float x, float y, float z, const AnimationOption& option = AnimationOption()) { in Vec3() function in OHOS::Ace::Vec3 35 Vec3(AnimatableFloat x, AnimatableFloat y, AnimatableFloat z) { in Vec3() function in OHOS::Ace::Vec3 88 bool operator==(const Vec3& vec) const in operator ==() 95 bool operator!=(const Vec3& vec) const in operator !=() 100 Vec3& operator=(const Vec3& newValue) in operator =()
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/foundation/graphic/graphic_3d/lume/metaobject/test/src/ |
H A D | test_utils.cpp | 63 bool operator>(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs) in operator >() 68 bool operator<(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs) in operator <() 83 bool operator>=(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs) in operator >=() 88 bool operator<=(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs) in operator <=() 103 bool AreEqual(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3 [all...] |
H A D | test_utils.h | 39 bool operator>(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs); 40 bool operator<(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs); 44 bool operator>=(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs); 45 bool operator<=(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3& rhs); 49 bool AreEqual(const BASE_NS::Math::Vec3& lhs, const BASE_NS::Math::Vec3 [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/ |
H A D | joint_matrices_component.h | 51 DEFINE_ARRAY_PROPERTY(BASE_NS::Math::Vec3, CORE_DEFAULT_MATERIAL_MAX_JOINT_COUNT, jointAabbMinArray, 57 DEFINE_ARRAY_PROPERTY(BASE_NS::Math::Vec3, CORE_DEFAULT_MATERIAL_MAX_JOINT_COUNT, jointAabbMaxArray, 64 BASE_NS::Math::Vec3, jointsAabbMin, "Combined Joint AABB Min Values", 0, ARRAY_VALUE(0.0f, 0.0f, 0.0f)) 70 BASE_NS::Math::Vec3, jointsAabbMax, "Combined Joint AABB Max Values", 0, ARRAY_VALUE(0.0f, 0.0f, 0.0f))
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/foundation/arkui/ace_engine/frameworks/core/components_ng/pattern/model/ |
H A D | model_position.h | 31 pos_ = Vec3(src.GetX(), src.GetY(), src.GetZ(), src.GetPosition().GetAnimationOption()); in ModelPosition() 45 void Set(const Vec3& pos, AnimatableFloat distance, bool isAngular) in Set() 52 void SetPosition(const Vec3& pos) in SetPosition() 67 const Vec3& GetPosition() const in GetPosition() 98 Vec3 pos_ { 0.0f, 0.0f, 4.0f };
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H A D | model_light.h | 37 ModelLight(ModelLightType type, const Vec3& color, const AnimatableFloat& intensity, in ModelLight() 58 void SetColor(const OHOS::Ace::Vec3& color) in SetColor() 90 const Vec3& GetLightColor() const in GetLightColor() 120 Vec3 color_ { 1.0f, 1.0f, 1.0f };
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/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/interface/ |
H A D | intf_mesh.h | 37 META_PROPERTY(BASE_NS::Math::Vec3, AABBMin) 38 META_PROPERTY(BASE_NS::Math::Vec3, AABBMax) 43 virtual void SetAABBMin(BASE_NS::Math::Vec3) = 0; 44 virtual void SetAABBMax(BASE_NS::Math::Vec3) = 0; 82 META_READONLY_PROPERTY(BASE_NS::Math::Vec3, AABBMin) 87 META_READONLY_PROPERTY(BASE_NS::Math::Vec3, AABBMax)
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/foundation/arkui/ace_engine/frameworks/core/components/scene_viewer/ |
H A D | scene_viewer_component.h | 104 const Vec3 GetCameraPositionVec() in GetCameraPositionVec() 119 void SetCameraLookAt(Vec3 lookAtVec) in SetCameraLookAt() 124 const Vec3 GetCameraLookAtVec() const in GetCameraLookAtVec() 129 void SetCameraUp(Vec3 upVec) in SetCameraUp() 134 const Vec3 GetCameraUpVec() const in GetCameraUpVec() 234 Vec3 cameraLookAtVec_ { 0.0f, 0.0f, 0.0f }; 235 Vec3 cameraUpVec_ { 0.0f, 1.0f, 0.0f };
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/foundation/graphic/graphic_3d/3d_widget_adapter/include/data_type/ |
H A D | position.h | 27 void SetPosition(const OHOS::Render3D::Vec3& vec) in SetPosition() 42 const Vec3& GetPosition() const in GetPosition() 73 OHOS::Render3D::Vec3 pos_ { 0.0f, 0.0f, 4.0f };
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H A D | vec3.h | 23 class Vec3 { class 25 Vec3() {} in Vec3() function in OHOS::Render3D::Vec3 26 Vec3(float x, float y, float z) : x_(x), y_(y), z_(z) {} in Vec3() function in OHOS::Render3D::Vec3
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H A D | light.h | 27 Light(LightType type, const Vec3& color, float intensity, bool shadow, const Position& position, in Light() 38 void SetColor(const OHOS::Render3D::Vec3& color) in SetColor() 70 const Vec3& GetLightColor() const in GetLightColor() 97 OHOS::Render3D::Vec3 color_ { 1.0f, 1.0f, 1.0f };
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/foundation/graphic/graphic_3d/kits/js/include/ |
H A D | Vec3Proxy.h | 24 BASE_NS::Math::Vec3 value; 29 Vec3Proxy(napi_env env, META_NS::Property<BASE_NS::Math::Vec3> prop); 32 void SetValue(const BASE_NS::Math::Vec3 &v);
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/foundation/graphic/graphic_3d/kits/js/src/ |
H A D | Vec3Proxy.cpp | 17 Vec3Proxy::Vec3Proxy(napi_env env, META_NS::Property<BASE_NS::Math::Vec3> prop) : PropertyProxy(prop)
in Vec3Proxy() 19 // Construct a "Lume::Vec3" instance
in Vec3Proxy() 20 Create(env, "Vec3");
in Vec3Proxy() 31 value = META_NS::Property<BASE_NS::Math::Vec3>(prop_)->GetValue();
in UpdateLocalValues() 36 META_NS::Property<BASE_NS::Math::Vec3>(prop_)->SetValue(value);
in UpdateRemoteValues() 38 void Vec3Proxy::SetValue(const BASE_NS::Math::Vec3& v)
in SetValue() 94 BASE_NS::Math::Vec3 v(x, y, z);
in SetValue()
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/foundation/graphic/graphic_3d/3d_widget_adapter/include/data_type/geometry/ |
H A D | geometry.h | 25 Geometry(std::string name, Vec3& position, bool castShadows = false, bool receiveShadows = false) : name_(name), in Geometry() 51 const Vec3& GetPosition() const in GetPosition() 71 Vec3 position_;
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