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Searched refs:aabbMin (Results 1 - 14 of 14) sorted by relevance

/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dsubmeshhandler.cpp141 META_NS::SetValue(ptr->AABBMin(), submesh.aabbMin);
230 handle->submeshes[index].aabbMin = vec;
231 handle->aabbMin = BASE_NS::Math::min(handle->aabbMin, vec);
297 handle->aabbMin = { 0.f, 0.f, 0.f };
302 handle->aabbMin = BASE_NS::Math::min(handle->aabbMin, submesh.aabbMin);
H A Dscene_holder.cpp2306 handle->submeshes[submeshIndex].aabbMin = vec; in SetSubmeshAABBMin()
2307 handle->aabbMin = min(handle->aabbMin, vec); in SetSubmeshAABBMin()
2326 handle->aabbMin = { 0.f, 0.f, 0.f }; in RemoveSubmesh()
2332 handle->aabbMin = BASE_NS::Math::min(handle->aabbMin, submesh.aabbMin); in RemoveSubmesh()
2550 targetComponent->aabbMin = BASE_NS::Math::min(targetComponent->aabbMin, submesh.aabbMin); in CopySubMesh()
3010 GetWorldAABB(SCENE_NS::IPickingResult::Ptr ret, const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin, const BASE_NS::Math::Vec3& aabbMax) GetWorldAABB() argument
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H A Dscene_holder.h464 const BASE_NS::Math::Vec3& aabbMin, const BASE_NS::Math::Vec3& aabbMax);
H A Dscene_impl.cpp1520 SCENE_NS::IPickingResult::Ptr GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin,
1526 META_NS::MakeCallback<META_NS::ITaskQueueTask>([w = world, min = aabbMin, max = aabbMax,
/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() argument
53 const auto center = (aabbMin + aabbMax) * 0.5f; in GetWorldAABB()
74 Math::Vec3 aabbMin, Math::Vec3 aabbMax, Math::Vec3 start, Math::Vec3 invDirection, float& hitDistance) in IntersectAabb()
76 const float tx1 = (aabbMin.x - start.x) * invDirection.x; in IntersectAabb()
82 const float ty1 = (aabbMin.y - start.y) * invDirection.y; in IntersectAabb()
88 const float tz1 = (aabbMin.z - start.z) * invDirection.z; in IntersectAabb()
165 const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); in UpdateRecursiveAABB()
201 const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); in UpdateRecursiveAABB()
224 const MinAndMax meshMinMax = GetWorldAABB(matrix, mesh.aabbMin, mesh.aabbMax); in HitTestNode()
231 const MinAndMax submeshMinMax = GetWorldAABB(matrix, submesh.aabbMin, submes in HitTestNode()
73 IntersectAabb( Math::Vec3 aabbMin, Math::Vec3 aabbMax, Math::Vec3 start, Math::Vec3 invDirection, float& hitDistance) IntersectAabb() argument
553 GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) const GetWorldAABB() argument
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H A Dpicking.h60 MinAndMax GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin,
H A Dmesh_builder.cpp601 minMax.minAABB = min(minMax.minAABB, submesh.aabbMin); in CalculateAabb()
1363 submeshDesc.aabbMin = min; in SetAABB()
1572 mesh.aabbMin = minMax.minAABB; in CreateMesh()
H A Dscene_util.cpp416 return (meshComponent->aabbMax.y - meshComponent->aabbMin.y); in CalculateScalingFactor()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/
H A Dmesh_component.h129 BASE_NS::Math::Vec3 aabbMin { 0.0f, 0.0f, 0.0f };
163 DEFINE_PROPERTY(BASE_NS::Math::Vec3, aabbMin, "Min AABB", 0, ARRAY_VALUE(0.0f, 0.0f, 0.0f))
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/
H A Dintf_picking.h111 virtual MinAndMax GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin,
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/
H A Dmesh_component_manager.cpp72 DECL_PROPERTY2(MeshComponent::Submesh, aabbMin, "Min AABB", 0)
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/include/scene_plugin/interface/
H A Dintf_scene.h352 const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin, const BASE_NS::Math::Vec3& aabbMax) = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_preprocessor_system.cpp382 const MinAndMax mam = picking_->GetWorldAABB(world, submesh.aabbMin, submesh.aabbMax); in GatherSortData()
H A Drender_system.cpp1940 picking_->GetWorldAABB(reflectionPlaneMatrix.matrix, meshHandle->aabbMin, meshHandle->aabbMax);

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