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Searched refs:worldMatrix (Results 1 - 3 of 3) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeDotfield/assets/app/shaders/common/
H A Ddotfield_struct_common.h30 mat4 worldMatrix; member
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.cpp161 const Math::Mat4X4& worldMatrix = worldMatrixComponentManager.Get(worldMatrixId).matrix; in UpdateRecursiveAABB() local
165 const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); in UpdateRecursiveAABB()
188 Math::Mat4X4 worldMatrix = parentWorld; in UpdateRecursiveAABB() local
194 worldMatrix = worldMatrix * localMatrix; in UpdateRecursiveAABB()
201 const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); in UpdateRecursiveAABB()
212 worldMatrix, isRecursive, mamInOut); in UpdateRecursiveAABB()
H A Dscene_util.cpp234 auto worldMatrix = Math::Inverse(parentWorld) * Math::Inverse(Math::LookAtRh(eye, target, up)); in CameraLookAt() local
241 if (Math::Decompose(worldMatrix, scale, orientation, translation, skew, perspective)) { in CameraLookAt()

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