void Frustum::GetViewProjMatrix( Matrix& matView,Matrix& matProj ){ if(m_bDirty){ ReBuild(); } matView = m_matView; matProj = m_matProj; }
void CScene::BuildObjects(wstring Tag, HWND hWnd, CGameFramework *pMasterFramework) { m_strTag = Tag; m_hWnd = hWnd; m_pMasterFramework = pMasterFramework; ReBuild(); }
void Frustum::Update( const Float44& ParentGlobalWorldMatrix, const Float4& ParentGlobalWorldQuat, const Float3& ParentGlobalWorldScale, U1 bParentDirty ) { __super::Update(ParentGlobalWorldMatrix,ParentGlobalWorldQuat,ParentGlobalWorldScale,bParentDirty); if(bParentDirty) m_bDirty = true; ReBuild(); }
AABB2D::AABB2D( const Polygon2D& poly ) { ReBuild( poly ); }
void Frustum::GetViewProjMatrix( Matrix& matVP ){ if(m_bDirty){ ReBuild(); } matVP = m_matViewProj; }
const Matrix& Frustum::GetViewProjMatrix(){ if(m_bDirty){ ReBuild(); } return m_matViewProj; }
void Frustum::GetProjMatrix( Matrix& mat ){ if(m_bDirty){ ReBuild(); } mat = m_matProj; }
void Frustum::GetViewMatrix( Matrix& mat ){ if(m_bDirty){ ReBuild(); } mat = m_matView; }