Searched refs:worldMatrix (Results 1 - 3 of 3) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeDotfield/assets/app/shaders/common/ |
H A D | dotfield_struct_common.h | 30 mat4 worldMatrix; member
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.cpp | 161 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()
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H A D | scene_util.cpp | 234 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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