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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.cpp | 95 // If hitDistance < 0, ray origin was inside the AABB. in IntersectAabb() 116 // ray and triangle are parallel and backface culling in IntersectTriangle() 502 const Ray ray = RayFromCamera(*cameraComponent, worldMatrixComponent, screenPos); in RayCastFromCamera() local 503 return RayCast(ecs, ray.origin, ray.direction); in RayCastFromCamera() 523 const Ray ray = RayFromCamera(*cameraComponent, worldMatrixComponent, screenPos); in RayCastFromCamera() local 524 return RayCast(ecs, ray.origin, ray.direction, layerMask); in RayCastFromCamera() 545 const Ray ray = RayFromCamera(*cameraComponent, worldMatrixComponent, screenPos); in RayCastFromCamera() local 547 return RayCast(ray in RayCastFromCamera() [all...] |
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