Add relative-to-camera rendering for large worlds
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@@ -134,6 +134,18 @@ public:
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/// <returns>True whether the two objects intersected</returns>
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bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, Mesh** mesh, int32 lodIndex = 0);
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/// <summary>
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/// Determines if there is an intersection between the Model and a Ray in given world using given instance.
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/// </summary>
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/// <param name="ray">The ray to test</param>
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/// <param name="transform">The instance transformation.</param>
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/// <param name="distance">When the method completes, contains the distance of the intersection (if any valid).</param>
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/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
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/// <param name="mesh">Mesh, or null</param>
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/// <param name="lodIndex">Level Of Detail index</param>
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/// <returns>True whether the two objects intersected</returns>
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bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal, Mesh** mesh, int32 lodIndex = 0);
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/// <summary>
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/// Gets the model bounding box in custom matrix world space.
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/// </summary>
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@@ -142,6 +154,17 @@ public:
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/// <returns>The bounding box.</returns>
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API_FUNCTION() BoundingBox GetBox(const Matrix& world, int32 lodIndex = 0) const;
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/// <summary>
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/// Gets the model bounding box in custom transformation.
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/// </summary>
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/// <param name="transform">The instance transformation.</param>
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/// <param name="lodIndex">The Level Of Detail index.</param>
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/// <returns>The bounding box.</returns>
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API_FUNCTION() BoundingBox GetBox(const Transform& transform, int32 lodIndex = 0) const
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{
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return LODs[lodIndex].GetBox(transform);
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}
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/// <summary>
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/// Gets the model bounding box in local space.
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/// </summary>
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