Searched refs:MinAndMax (Results 1 - 7 of 7) sorted by relevance
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/ |
H A D | intf_picking.h | 48 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;
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | picking.cpp | 50 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 [all...] |
H A D | picking.h | 60 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;
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H A D | mesh_builder.cpp | 597 MinAndMax CalculateAabb(array_view<const MeshComponent::Submesh> submeshes) in CalculateAabb() 599 MinAndMax minMax; in CalculateAabb()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_system.h | 92 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;
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H A D | render_system.cpp | 1121 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 [all...] |
H A D | render_preprocessor_system.cpp | 382 const MinAndMax mam = picking_->GetWorldAABB(world, submesh.aabbMin, submesh.aabbMax); in GatherSortData()
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