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Unigine::WorldBoundFrustum Class

Header: #include <UnigineBounds.h>

This class serves to construct the bounding frustum in double precision coordinates.

WorldBoundFrustum Class

Members


WorldBoundFrustum ( ) #

Default constructor.

WorldBoundFrustum ( const mat4 & projection, const dmat4 & modelview ) #

Constructor. Initializes the bounding frustum by given matrices.

Arguments

  • const mat4 & projection - A projection matrix.
  • const dmat4 & modelview - A modelview matrix.

WorldBoundFrustum ( const WorldBoundFrustum & bf ) #

Constructor. Initializes by given bounding frustum.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.

WorldBoundFrustum ( const WorldBoundFrustum & bf, const dmat4 & itransform ) #

Constructor. Initializes by given bounding frustum and transformation matrix.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.
  • const dmat4 & itransform - The inverse transformation matrix.

void set ( const mat4 & projection, const dmat4 & modelview ) #

Sets the bounding frustum by given matrices.

Arguments

  • const mat4 & projection - A projection matrix.
  • const dmat4 & modelview - A modelview matrix.

void set ( const WorldBoundFrustum & bf ) #

Sets the bounding frustum by given bounding frustum.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.

void set ( const WorldBoundFrustum & bf, const dmat4 & itransform ) #

Sets the bounding frustum by given bounding frustum and transformation matrix.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.
  • const dmat4 & itransform - The inverse transformation matrix.

dvec3 getCamera ( ) #

Returns the position of the camera.

Return value

Camera position.

const dmat4 & getModelview ( ) #

Gets the bounding frustum modelview matrix.

Return value

The bounding frustum modelview matrix.

const dvec4 * getPlanes ( ) #

Gets the bounding frustum cliping planes array.

Return value

The bounding frustum cliping planes array.

const dmat4 & getProjection ( ) #

Gets the bounding frustum modelview matrix.

Return value

The bounding frustum projection matrix.

int isValid ( ) #

Checks the bounding frustum status.

Return value

1 if the bounding frustum is valid.

void clear ( ) #

Clears the bounding frustum.

int inside ( const dvec3 & point, double radius ) #

Checks if the sphere is inside the bounding frustum.

Arguments

  • const dvec3 & point - The coordinates of the center of the sphere.
  • double radius - The sphere radius.

Return value

1 if the sphere is inside the bounding frustum; otherwise, 0.

int inside ( const dvec3 & min, const dvec3 & max ) #

Checks if the box is inside the bounding frustum.

Arguments

  • const dvec3 & min - The box minimum coordinate.
  • const dvec3 & max - The box maximum coordinate.

Return value

1 if the box is inside the bounding frustum; otherwise, 0.

int inside ( const WorldBoundBox & bb ) #

Checks if the bounding box is inside the bounding frustum.

Arguments

  • const WorldBoundBox & bb - The bounding box.

Return value

1 if the bounding box is inside the bounding frustum; otherwise, 0.

int inside ( const WorldBoundSphere & bs ) #

Checks if the bounding sphere is inside the bounding frustum.

Arguments

  • const WorldBoundSphere & bs - The bounding sphere.

Return value

1 if the bounding sphere is inside the bounding frustum; otherwise, 0.

int insideAll ( const WorldBoundBox & bb ) #

Checks if the whole given bounding box is inside the current bounding frustum.

Arguments

  • const WorldBoundBox & bb - The bounding box.

Return value

1 if the whole box is inside the bounding frustum; otherwise, 0.

int insideAll ( const WorldBoundSphere & bs ) #

Checks if the whole given bounding sphere is inside the current bounding frustum.

Arguments

  • const WorldBoundSphere & bs - The bounding sphere.

Return value

1 if the whole sphere is inside the bounding frustum; otherwise, 0.

~BoundFrustum ( ) #

Destructor.
Last update: 2019-12-25
Build: ()