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Searched refs:MinAndMax (Results 1 - 7 of 7) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/
H A Dintf_picking.h48 struct MinAndMax { struct
111 virtual MinAndMax GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin,
119 virtual MinAndMax GetWorldMatrixComponentAABB(
127 virtual MinAndMax GetTransformComponentAABB(CORE_NS::Entity entity, bool isRecursive, CORE_NS::IEcs& ecs) const = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dpicking.cpp50 MinAndMax GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) in GetWorldAABB()
70 return MinAndMax { centerW - extentsW, centerW + extentsW }; in GetWorldAABB()
149 const ISceneNode& sceneNode, bool isRecursive, MinAndMax& mamInOut) in UpdateRecursiveAABB()
165 const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); in UpdateRecursiveAABB()
185 const ISceneNode& sceneNode, const Math::Mat4X4& parentWorld, bool isRecursive, MinAndMax& mamInOut) in UpdateRecursiveAABB()
201 const MinAndMax meshMam = GetWorldAABB(worldMatrix, meshHandle->aabbMin, meshHandle->aabbMax); in UpdateRecursiveAABB()
224 const MinAndMax meshMinMax = GetWorldAABB(matrix, mesh.aabbMin, mesh.aabbMax); in HitTestNode()
231 const MinAndMax submeshMinMax = GetWorldAABB(matrix, submesh.aabbMin, submesh.aabbMax); in HitTestNode()
553 MinAndMax Picking::GetWorldAABB(const Math::Mat4X4& world, const Math::Vec3& aabbMin, const Math::Vec3& aabbMax) const in GetWorldAABB()
558 MinAndMax Pickin
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H A Dpicking.h60 MinAndMax GetWorldAABB(const BASE_NS::Math::Mat4X4& world, const BASE_NS::Math::Vec3& aabbMin,
63 MinAndMax GetWorldMatrixComponentAABB(CORE_NS::Entity entity, bool isRecursive, CORE_NS::IEcs& ecs) const override;
65 MinAndMax GetTransformComponentAABB(CORE_NS::Entity entity, bool isRecursive, CORE_NS::IEcs& ecs) const override;
H A Dmesh_builder.cpp597 MinAndMax CalculateAabb(array_view<const MeshComponent::Submesh> submeshes) in CalculateAabb()
599 MinAndMax minMax; in CalculateAabb()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.h92 struct MinAndMax;
179 const uint32_t subMeshIdx, const uint32_t skinJointIndex, const MinAndMax& mam, const bool isNegative);
180 void ProcessMesh(const MeshProcessData& mpd, const MinAndMax& batchMam, const SkinProcessData& spd,
206 const MeshComponent& mesh, MinAndMax& mam) const;
H A Drender_system.cpp1121 MinAndMax GetMeshMinAndMax(const IRenderPreprocessorSystem& renderPreprocessorSystem, const Entity renderMeshEntity, in GetMeshMinAndMax()
1126 MinAndMax mam { meshAabb.min, meshAabb.max }; in GetMeshMinAndMax()
1420 const uint32_t meshIndex, const uint32_t subMeshIndex, const uint32_t skinJointIndex, const MinAndMax& mam, in ProcessSubmesh()
1481 void RenderSystem::ProcessMesh(const MeshProcessData& mpd, const MinAndMax& batchMam, const SkinProcessData& spd, in ProcessMesh()
1504 MinAndMax skinnedMeshBounds; in ProcessMesh()
1515 MinAndMax mam = [&]() { in ProcessMesh()
1520 return MinAndMax { aabbs[subMeshIdx].min, aabbs[subMeshIdx].max }; in ProcessMesh()
1522 return MinAndMax { aabbs[0U].min, aabbs[0U].max }; in ProcessMesh()
1524 return MinAndMax {}; in ProcessMesh()
1709 MinAndMax ma
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H A Drender_preprocessor_system.cpp382 const MinAndMax mam = picking_->GetWorldAABB(world, submesh.aabbMin, submesh.aabbMax); in GatherSortData()

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