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Jolt Physics
A multi core friendly Game Physics Engine
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A geometry primitive containing triangle batches for various lods. More...
#include <DebugRenderer.h>
Public Member Functions | |
| JPH_OVERRIDE_NEW_DELETE | Geometry (const AABox &inBounds) |
| Constructor. More... | |
| Geometry (const Batch &inBatch, const AABox &inBounds) | |
| const LOD & | GetLOD (Vec3Arg inCameraPosition, const AABox &inWorldSpaceBounds, float inLODScaleSq) const |
Public Member Functions inherited from RefTarget< Geometry > | |
| RefTarget ()=default | |
| Constructor. More... | |
| RefTarget (const RefTarget &) | |
| ~RefTarget () | |
| assert no one is referencing us More... | |
| void | SetEmbedded () const |
| RefTarget & | operator= (const RefTarget &) |
| Assignment operator. More... | |
| uint32 | GetRefCount () const |
| Get current refcount of this object. More... | |
| void | AddRef () const |
| Add or release a reference to this object. More... | |
| void | Release () const |
Public Attributes | |
| Array< LOD > | mLODs |
| All level of details for this mesh. More... | |
| AABox | mBounds |
| Bounding box that encapsulates all LODs. More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from RefTarget< Geometry > | |
| static int | sInternalGetRefCountOffset () |
| INTERNAL HELPER FUNCTION USED BY SERIALIZATION. More... | |
Protected Attributes inherited from RefTarget< Geometry > | |
| atomic< uint32 > | mRefCount |
| Current reference count. More... | |
Static Protected Attributes inherited from RefTarget< Geometry > | |
| static constexpr uint32 | cEmbedded |
| A large value that gets added to the refcount to mark the object as embedded. More... | |
A geometry primitive containing triangle batches for various lods.
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inline |
Constructor.
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inline |
Determine which LOD to render
| inCameraPosition | Current position of the camera |
| inWorldSpaceBounds | World space bounds for this geometry (transform mBounds by model space matrix) |
| inLODScaleSq | is the squared scale of the model matrix, it is multiplied with the LOD distances in inGeometry to calculate the real LOD distance (so a number > 1 will force a higher LOD). |
| AABox DebugRenderer::Geometry::mBounds |
Bounding box that encapsulates all LODs.