Searched refs:invDir (Results 1 - 2 of 2) sorted by relevance
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.h | 78 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()
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H A D | picking.cpp | 219 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 [all...] |
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