载入中...
搜索中...
未找到
MeshInstanceRange.h
浏览该文件的文档.
1#pragma once
2#include <array>
3#include <cstdint>
4#include <glm/mat4x4.hpp>
5#include <glm/vec3.hpp>
6#include "common/Result.h"
7
8namespace eve::graphics {
16 std::uint32_t first = 0, count = 0;
17 std::array<float, 3> minimum{}, maximum{};
19};
30 const glm::mat4& viewProjection, const glm::vec3& eye);
31} // namespace eve::graphics
#define EVENGINE_API_BACKENDS
Definition Export.h:108
Range range
glm::vec3 eye
glm::mat4 model
Move-only, checked operation results for the common layer.
Move-only operation result carrying either a value or Status.
Definition Result.h:155
卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局...
Definition Animation.h:25
bool meshInstanceRangeVisible(const MeshInstanceRange &range, const glm::mat4 &model, const glm::mat4 &vp, const glm::vec3 &eye)
Test transformed bounds against Vulkan clip planes and horizontal distance.
Result< void > validateMeshInstanceRange(const MeshInstanceRange &range)
Worker-safe validation of value-owned range and culling metadata.
Value-owned subset of a resource shader's static instances.