1#include "OGC3DTilesBounds.h"
3#include "OGC3DTilesSystem.h"
4#include "../OGC3DTilesUtils.h"
16 for (
auto& comp : this->system->
pool) {
25 return !compPtr ? false :
getBounds(context, *compPtr, bounds, ignoreVisibility);
34 if (!componentState->tilesets.empty()) {
37 Cogs::Geometry::DBoundingBox bbox =
38 OGC3DTilesUtils::boundingVolumeConverter(componentState->tilesets[0]->root.boundingVolume, componentState->tilesets[0]->root.transform);
39 bounds.min = glm::min(glm::dvec3(bounds.min), bbox.min);
40 bounds.max = glm::max(glm::dvec3(bounds.max), bbox.max);
Container for components, providing composition of dynamic entities.
T * getComponent() const
Get a pointer to the first component implementing the given type in the entity.
ComponentPool< ComponentType > pool
Pool of components managed by the system.
A Context instance contains all the services, systems and runtime components needed to use Cogs.
void getBounds(Context *context, Cogs::Geometry::BoundingBox &bounds) override
Expand bounds including bounds of all entities in this system in world coordinates.
Contains the Engine, Renderer, resource managers and other systems needed to run Cogs....