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Searched refs:LookAtRh (Results 1 - 4 of 4) sorted by relevance

/foundation/graphic/graphic_3d/3d_widget_adapter/core/src/lume/
H A Dlume_common.cpp1580 // Use LookAtRh API. in SetupCameraTransform()
1583 BASE_NS::Math::Mat4X4 mat = BASE_NS::Math::LookAtRh(cameraPosition_, look, upTmp); in SetupCameraTransform()
1586 // Workaround for Lume LookAtRh API invalid matrix for specific data. Eg: in SetupCameraTransform()
1595 mat = BASE_NS::Math::LookAtRh(modifiedPos, look, upTmp); in SetupCameraTransform()
1696 BASE_NS::Math::Mat4X4 mat = BASE_NS::Math::LookAtRh(position, look, up); in GetLightPositionAndRotation()
1699 // Workaround for Lume LookAtRh API invalid matrix for specific data. in GetLightPositionAndRotation()
1703 mat = BASE_NS::Math::LookAtRh(modified_pos, look, up); in GetLightPositionAndRotation()
1705 WIDGET_LOGD("ACE-3D 2nd Inverse LookAtRh: determinantOut: %f", determinantOut); in GetLightPositionAndRotation()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dscene_util.cpp234 auto worldMatrix = Math::Inverse(parentWorld) * Math::Inverse(Math::LookAtRh(eye, target, up)); in CameraLookAt()
/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/
H A Dmatrix_util.h678 static inline Mat4X4 LookAtRh(Vec3 const& eye, Vec3 const& center, Vec3 const& up) in LookAtRh() function
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp2124 camera.matrices.view = Math::LookAtRh(lightPos, lpd.renderScene.worldSceneCenter, { 0.0f, 1.0f, 0.0f });

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