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Searched refs:invDir (Results 1 - 2 of 2) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.h78 BASE_NS::Math::Vec3 invDir { std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), in DirectionVectorInverse()
81 invDir.x = 1.f / direction.x; in DirectionVectorInverse()
84 invDir.y = 1.f / direction.y; in DirectionVectorInverse()
87 invDir.z = 1.f / direction.z; in DirectionVectorInverse()
89 return invDir; in DirectionVectorInverse()
H A Dpicking.cpp219 const Math::Vec3& start, const Math::Vec3& invDir) in HitTestNode()
222 const auto direction = Math::Vec3(1.f / invDir.x, 1.f / invDir.y, 1.f / invDir.z); in HitTestNode()
226 if (IntersectAabb(meshMinMax.minAABB, meshMinMax.maxAABB, start, invDir, distance)) { in HitTestNode()
232 if (IntersectAabb(submeshMinMax.minAABB, submeshMinMax.maxAABB, start, invDir, distance)) { in HitTestNode()
368 auto const invDir = DirectionVectorInverse(direction); in RayCast() local
376 invDir, distance)) { in RayCast()
390 HitTestNode(*node, *meshHandle, worldMatrixComponent.matrix, start, invDir); in RayCast()
422 auto const invDir in RayCast() local
218 HitTestNode(ISceneNode& node, const MeshComponent& mesh, const Math::Mat4X4& matrix, const Math::Vec3& start, const Math::Vec3& invDir) HitTestNode() argument
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