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Searched refs:frustum (Results 1 - 5 of 5) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeEngine/src/util/
H A Dfrustum_util.cpp36 Frustum frustum; in CreateFrustum() local
38 auto& planes = frustum.planes; in CreateFrustum()
73 return frustum; in CreateFrustum()
76 bool FrustumUtil::SphereFrustumCollision(const Frustum& frustum, const Vec3 pos, const float radius) const in SphereFrustumCollision() argument
78 for (auto const& plane : frustum.planes) { in SphereFrustumCollision()
H A Dfrustum_util.h36 const Frustum& frustum, const BASE_NS::Math::Vec3 pos, const float radius) const override;
/foundation/graphic/graphic_3d/lume/LumeEngine/api/core/util/
H A Dintf_frustum_util.h66 /** Create frustum planes from input matrix.
68 * @return Frustum with normalized planes, normals pointing towards the center of the frustum.
72 /** Test sphere against frustum planes.
73 * @param frustum Frustum to test against.
79 const Frustum& frustum, const BASE_NS::Math::Vec3 pos, const float radius) const = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_cameras.cpp190 // frustum planes in ExecuteFrame()
192 // frustum planes created without jitter in ExecuteFrame()
193 const Frustum frustum = frustumUtil_->CreateFrustum(jp.baseProj * currCamera.matrices.view); in ExecuteFrame() local
195 frustum.planes, Frustum::PLANE_COUNT * sizeof(Math::Vec4)); in ExecuteFrame()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp1937 // frustum planes created without jitter
1938 const Frustum frustum = frustumUtil_->CreateFrustum(camera.matrices.proj * camera.matrices.view);
1943 insideFrustum = frustumUtil_->SphereFrustumCollision(frustum, pos, radius);

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