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| | InstancedMeshPicker (InstancedMeshRenderSystem *system) |
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| bool | pickCamera (Context *context, const CameraComponent &camera, const glm::vec2 &normPosition, float, float radius, PickingFlags pickingFlags, PicksReturned returnFlag, const RayPicking::RayPickFilter &filter, std::vector< RayPicking::RayPickHit > &hits) override |
| | Do a ray pick from a normalized screen space position in the camera direction and return all hits.
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| bool | pickRay (Context *context, const glm::vec3 &startPos, const glm::quat &rot, float rayLength, float radius, PickingFlags pickingFlags, PicksReturned returnFlag, const RayPicking::RayPickFilter &filter, std::vector< RayPicking::RayPickHit > &hits) override |
| | Do a ray pick from a position and orientation in world space and return all hits.
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| | IRayPickable (Order order=Order::Default) |
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| virtual COGSCORE_DLL_API bool | pickCamera (Context *context, const CameraComponent &camera, const glm::vec2 &queryClip, float rayLength, float rayRadius, PickingFlags pickingFlags, PicksReturned returnFlag, const RayPicking::RayPickFilter &filter, std::vector< RayPicking::RayPickHit > &hits)=0 |
| | Do a ray pick from a normalized screen space position in the camera direction and return all hits.
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| virtual COGSCORE_DLL_API bool | pickRay (Context *, const glm::vec3 &, const glm::quat &, float, float, PickingFlags, PicksReturned, const RayPicking::RayPickFilter &, std::vector< RayPicking::RayPickHit > &) |
| | Do a ray pick from a position and orientation in world space and return all hits.
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| enum struct | Order : int32_t { Default = 0
, Last = std::numeric_limits<int32_t>::max()
} |
| | Specifies run-order of picking extensions when that is needed. More...
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| Order | order = Order::Default |
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| virtual bool | pickImpl (Context *context, const glm::mat4 &worldPickMatrix, const glm::mat4 &rawViewProjection, const glm::mat4 &viewMatrix, const RayPicking::RayPickFilter &filter, PickingFlags pickingFlags, PicksReturned returnFlag, std::vector< RayPicking::RayPickHit > &hits)=0 |
| | Each mesh rendering system should implement this function that goes through all components and calls pickMesh with the appropiate params.
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| static TextureCoordinateInfo | getTextureCoordinateInfo (const Cogs::Core::Mesh &mesh) |
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| static bool | clippedByClipComp (const ClipShapeData &clipData, const glm::vec4 &position) |
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| static glm::vec2 | getTextureCoords (const TextureCoordinateInfo &textureInfo, const RayIntersectionHit &hit, const PickingFlags pickingFlags) |
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Definition at line 29 of file InstancedMeshRenderSystem.h.