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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.cpp95 // 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()
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