# Unigine::BoundBox Struct

This structure serves to construct the bounding box in single precision coordinates.

Notice
Instances of this structure are deleted automatically when it is necessary.

In case of double precision coordinates, the bounding box should be constructed by using the WorldBoundBox structure. It includes the same functions as the BoundBox structure, but its functions deal with the double precision coordinates.

Notice
To support both single and double precision builds, you can use the WorldBoundBox structure only. The engine will automatically substitute it with the BoundBox if it is required.

## BoundBox ( ) #

Constructor. Creates an empty bounding box.

## BoundBox ( const BoundBox& bb ) #

Constructor. Initialization by the bounding box.

### Arguments

• const BoundBox& bb - Bounding box.

## explicit BoundBox ( const BoundSphere & bs ) #

Constructor. Initialization by the bounding sphere.

## BoundBox ( const BoundBox & bb, const mat4 & transform ) #

Constructor. Initialization by the bounding box with the transformation matrix taken into account.

### Arguments

• const BoundBox & bb - Bounding box.
• const mat4 & transform - Transformation matrix.

## BoundBox ( const Math::vec3 * points, int num_points ) #

Constructor. Initialization by the vector of points.

### Arguments

• const Math::vec3 * points - Vector of points.
• int num_points - Number of points.

## BoundBox ( const vec3 & minimum, const vec3 & maximum ) #

Constructor. Initialization by minimum and maximum coordinates of the bounding box.

### Arguments

• const vec3 & minimum - Bounding box minimum coordinates.
• const vec3 & maximum - Bounding box maximum coordinates.

## BoundBox ( float x_min, float y_min, float z_min, float x_max, float y_max, float z_max ) #

Constructor. Initialization by minimum and maximum coordinates of the bounding box specified as float values.

### Arguments

• float x_min - Minimum X-coordinate of the bounding box.
• float y_min - Minimum Y-coordinate of the bounding box.
• float z_min - Minimum Y-coordinate of the bounding box.
• float x_max - Maximum X-coordinate of the bounding box.
• float y_max - Maximum Y-coordinate of the bounding box.
• float z_max - Maximum Z-coordinate of the bounding box.

## vec3getSize ( ) const#

Returns the size of the bounding box along the axes.

### Return value

Vector containing sizes of the bounding box along the axes, in units.

## BoundBox &operator= ( const BoundBox & bb ) #

Assignment operator for the bounding box.

### Arguments

• const BoundBox & bb - Bounding box.

Bounding box.

## voidclear ( ) #

Clears the bounding box.

## voidset ( const Math::vec3 & min_, const Math::vec3 & max ) #

Sets the bounding box by its minimum and maximum coordinates.

### Arguments

• const Math::vec3 & min_ - Minimum coordinates of the bounding box.
• const Math::vec3 & max - Maximum coordinates of the bounding box.

## voidset ( const Math::vec3 * points, int num_points ) #

Sets the bounding box by the coordinates of points in space to be enclosed by it.

### Arguments

• const Math::vec3 * points - List of points to be enclosed by the bounding box.
• int num_points - Number of points to be enclosed by the bounding box.

## voidset ( const BoundSphere & bs ) #

Sets the bounding box by the bounding sphere.

## voidset ( const BoundBox & bb ) #

Sets the bounding box equal to the specified source bounding box.

### Arguments

• const BoundBox & bb - Source bounding box.

## voidset ( const BoundBox & bb, const Math::mat4 & transform ) #

Sets the bounding box by the given bounding box with the given transformation matrix taken into account.

### Arguments

• const BoundBox & bb - Bounding box.
• const Math::mat4 & transform - Transformation matrix.

## voidsetTransform ( const Math::mat4 & transform ) #

Sets the given transformation matrix to the bounding box.

### Arguments

• const Math::mat4 & transform - Transformation matrix.

## voidsetTransform ( const Math::dmat4 & transform ) #

Sets the given transformation matrix to the bounding box.

### Arguments

• const Math::dmat4 & transform - Transformation matrix.

## voidsetTransform ( const BoundSphere & bs, const Math::mat4 & transform ) #

Sets the transformation matrix of the current bounding box for including the given bounding sphere with the given transformation matrix taken into account.

### Arguments

• const BoundSphere & bs - Bounding sphere.
• const Math::mat4 & transform - Transformation matrix.

## voidsetTransform ( const BoundSphere & bs, const Math::dmat4 & transform ) #

Sets the transformation matrix of the current bounding box for including the given bounding sphere with the given transformation matrix taken into account.

### Arguments

• const BoundSphere & bs - Bounding sphere.
• const Math::dmat4 & transform - Transformation matrix.

## intcompare ( const BoundBox & bb ) const#

Compares the current bounding box with the given one.

### Arguments

• const BoundBox & bb - The bounding box to compare with.

### Return value

true if the size and position of both bounding boxes are equal; otherwise, false.

## intoperator== ( const BoundBox& bb ) const#

Compares the current bounding box with the given one.

### Arguments

• const BoundBox& bb - The bounding box to compare with.

### Return value

true if the size and position of both bounding boxes are equal; otherwise, false.

## intoperator!= ( const BoundBox & bb ) const#

Bounding boxes not equal comparison operator.

### Arguments

• const BoundBox & bb - The bounding box to compare with.

### Return value

true if the size and position of both bounding boxes are not equal; otherwise, false.

## voidexpand ( const Math::vec3 & point ) #

Expands the current bounding box to enclose the given point.

### Arguments

• const Math::vec3 & point - Point coordinates.

## voidexpand ( const Math::vec3 * points, int num_points ) #

Expands the current bounding box to enclose all given points.

### Arguments

• const Math::vec3 * points - List of points to be enclosed by the bounding box.
• int num_points - Number of points to be enclosed by the bounding box.

## voidexpand ( const BoundSphere & bs ) #

Expands the current bounding box to enclose the given bounding sphere.

## voidexpand ( const BoundBox & bb ) #

Expands the current bounding box to enclose the given bounding box.

### Arguments

• const BoundBox & bb - Bounding box.

## boolinside ( const Math::vec3 & point ) const#

Checks if the given point is inside the bounding box.

### Arguments

• const Math::vec3 & point - Point.

### Return value

true if the point is inside the bounding box; otherwise, false.

## boolinside ( const Math::vec3 & point, float radius ) const#

Checks if the given sphere is inside the current bounding box.

### Arguments

• const Math::vec3 & point - Coordinates of the center of the sphere.

### Return value

true if the sphere is inside the bounding box; otherwise, false.

## boolinside ( const Math::vec3 & minimum, const Math::vec3 & maximum ) const#

Checks if the box with the given coordinates is inside the current bounding box.

### Arguments

• const Math::vec3 & minimum - Minimum coordinates of the box.
• const Math::vec3 & maximum - Maximum coordinates of the box.

### Return value

true if the box is inside the bounding box; otherwise, false.

## boolinside ( const BoundSphere & bs ) const#

Checks if the specified bounding sphere is inside the current bounding box.

### Return value

true if the bounding sphere is inside the bounding box; otherwise, false.

## boolinside ( const BoundBox & bb ) const#

Checks if the specified bounding box is inside the current bounding box.

### Arguments

• const BoundBox & bb - Bounding box.

### Return value

true if the bounding box is inside the bounding box; otherwise, false.

## boolinsideValid ( const Math::vec3 & point ) const#

Checks if the given point is inside the bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const Math::vec3 & point - Point.

### Return value

true if the point is inside the bounding box; otherwise, false.

## boolinsideValid ( const vec3* points, int num_points ) const#

Checks if any of the given points is inside the bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const vec3* points - Array of points to be checked.
• int num_points - Number of points to be checked.

### Return value

true if any of the given points is inside the bounding box; otherwise, false.

## boolinsideValid ( const Math::vec3 & point, float radius ) const#

Checks if the sphere is inside the bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const Math::vec3 & point - Coordinates of the center of the sphere.

### Return value

true if the sphere is inside the bounding box; otherwise, false.

## boolinsideValid ( const Math::vec3 & min_, const Math::vec3 & max_ ) const#

Checks if the box is inside the bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const Math::vec3 & min_ - Box minimum coordinates.
• const Math::vec3 & max_ - Box maximum coordinates.

### Return value

true if the box is inside the bounding box; otherwise, false.

## boolinsideValid ( const BoundSphere & bs ) const#

Checks if the bounding sphere is inside the bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Return value

true if the bounding sphere is inside the bounding box; otherwise, false.

## boolinsideValid ( const BoundBox & bb ) const#

Checks if the bounding box is inside the bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const BoundBox & bb - Bounding box.

### Return value

true if the bounding box is inside the bounding box; otherwise, false.

## boolinsideAll ( const BoundSphere & bs ) const#

Checks if the given bounding sphere is inside the current bounding box.

### Return value

true if the whole bounding sphere is inside the bounding box; otherwise, false.

## boolinsideAll ( const BoundBox & bb ) const#

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

### Arguments

• const BoundBox & bb - Bounding box.

### Return value

true if the whole bounding box is inside the bounding box; otherwise, false.

## boolinsideAllValid ( const BoundSphere & bs ) const#

Checks if the given bounding sphere is inside the current bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Return value

true if the whole bounding sphere is inside the bounding box; otherwise, false.

## boolinsideAllValid ( const BoundBox & bb ) const#

Checks if the whole given bounding box is inside the current bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const BoundBox & bb - Bounding box.

### Return value

true if the whole bounding box is inside the bounding box; otherwise, false.

## boolinsideAllValid ( const vec3* points, int num_points ) const#

Checks if all specified points are inside the current bounding box.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

### Arguments

• const vec3* points - Array of points to be checked.
• int num_points - Number of points to be checked.

### Return value

true if the all specified points are inside the bounding box; otherwise, false.

## boolinsideCube ( int face, const Math::vec3 & offset ) const#

Checks if a face of the current bounding box is inside the cube represented by minimum and maximum coordinates of the bounding box.

### Arguments

• int face - The face index from 0 to 5.
• const Math::vec3 & offset - Offset.

### Return value

true if the face is inside the bounding cube; otherwise, false.

## boolrayIntersection ( const Math::vec3 & point, const Math::vec3 & direction ) const#

Checks for an intersection between a ray and the current bounding box.

### Arguments

• const Math::vec3 & point - Starting point of the ray.
• const Math::vec3 & direction - Direction vector of the ray.

### Return value

true if the given ray intersects the bounding box; otherwise, false.

## boolirayIntersection ( const Math::vec3 & point, const Math::vec3 & idirection ) const#

Checks for an intersection between a ray and the current bounding box. This function uses the inverse direction of the ray, which increases performance.

### Arguments

• const Math::vec3 & point - Starting point of the ray.
• const Math::vec3 & idirection - Inverse direction of the ray.

### Return value

true if the given ray intersects the bounding box; otherwise, false.

## boolgetIntersection ( const Math::vec3 & p0, const Math::vec3 & p1 ) const#

Checks for an intersection between a line and the current bounding box.

### Arguments

• const Math::vec3 & p0 - Starting point of the line.
• const Math::vec3 & p1 - Enging point of the line.

### Return value

true if the given line intersects the bounding box; otherwise, false.

## boolrayIntersectionValid ( const Math::vec3 & point, const Math::vec3 & direction ) const#

Checks for an intersection between a ray and the current bounding box.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

### Arguments

• const Math::vec3 & point - Starting point of the ray.
• const Math::vec3 & direction - Direction vector of the ray.

### Return value

true if the given ray intersects the bounding box; otherwise, false.

## boolirayIntersectionValid ( const Math::vec3 & point, const Math::vec3 & idirection ) const#

Checks for an intersection between a ray and the current bounding box. This function uses the inverse direction of the ray, which increases performance.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

### Arguments

• const Math::vec3 & point - Starting point of the ray.
• const Math::vec3 & idirection - Inverse direction of the ray.

### Return value

true if the given ray intersects the bounding box; otherwise, false.

## boolgetIntersectionValid ( const Math::vec3 & p0, const Math::vec3 & p1 ) const#

Checks for an intersection between a line and the current bounding box.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

### Arguments

• const Math::vec3 & p0 - Starting point of the line.
• const Math::vec3 & p1 - Enging point of the line.

### Return value

true if the given line intersects the bounding box; otherwise, false.

## floatdistance ( ) const#

Returns the distance from the origin of coordinates to the closest vertex of the bounding box.

### Return value

Distance in units, if the minimum and maximum coordinates of the bounding box are valid; otherwise, INF.

## floatdistance ( const Math::vec3 & point ) const#

Returns the distance from the given point to the closest vertex of the bounding box.

### Arguments

• const Math::vec3 & point - Coordinates of a point.

### Return value

Distance, in units.

## floatdistanceValid ( ) const#

Returns the distance from the origin of coordinates to the closest vertex of the bounding box.

### Return value

Distance, in units.

## floatdistanceValid ( const Math::vec3 & point ) const#

Returns the distance from the given point to the closest vertex of the bounding box.

### Arguments

• const Math::vec3 & point - Point.

### Return value

Distance, in units.

## voidgetPoints ( vec3 * points, int num_points ) const#

Puts the vertices of the current bounding box into the given vector.

### Arguments

• vec3 * points - Target vector.
• int num_points - Number of points, must be equal to 8.

## voidgetPlanes ( vec4 * planes, int num_planes ) const#

Puts the planes created based on the vertices of the current bounding box into the given vector.

### Arguments

• vec4 * planes - Target vector.
• int num_planes - Number of planes, must be equal to 6.

## vec3getCenter ( ) const#

Returns the center point of the current bounding box.

Center point.

## boolisValid ( ) const#

Checks the bounding box status.

### Return value

true if the bounding box minimum and maximum coordinates are valid; otherwise, false.

## boolisCameraVisible ( const vec3& camera, float min_distance, float max_distance ) const#

Returns a value indicating if the bounding box bounding box is within the camera visibility distance.

### Arguments

• const vec3& camera - Coordinates of the camera position.
• float min_distance - Minimum visibility distance, in meters.
• float max_distance - Maximum visibility distance, in meters.

### Return value

true if the bounding box is within the camera visibility distance; otherwise, false.
Last update: 2023-12-19