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Unigine.BoundSphere Struct.

Notice
The functions listed below are the members of the Unigine.MathLib namespace.

BoundSphere Class

Members


BoundSphere operator* ( mat4 m, BoundSphere bs ) #

Multiplication.

Arguments

BoundSphere operator* ( dmat4 m, BoundSphere bs ) #

Multiplication.

Arguments

void Set ( vec3 center, float radius ) #

Sets the value using the specified argument(s).

Arguments

  • vec3 center
  • float radius

void Set ( vec3[] points, bool optimal ) #

Sets the value using the specified argument(s).

Arguments

  • vec3[] points
  • bool optimal

void Set ( BoundSphere bs ) #

Sets the value using the specified argument(s).

Arguments

void Set ( BoundSphere bs, mat4 transform ) #

Sets the value using the specified argument(s).

Arguments

  • BoundSphere bs - Bounding sphere.
  • mat4 transform - Transformation matrix (mat4) to be set.

void Set ( BoundSphere bs, dmat4 transform ) #

Sets the value using the specified argument(s).

Arguments

  • BoundSphere bs - Bounding sphere.
  • dmat4 transform - Transformation matrix (dmat4) to be set.

void Set ( BoundBox bb ) #

Sets the value using the specified argument(s).

Arguments

void Clear ( ) #

Clears the value by setting all components/elements to 0.

bool Equals ( BoundSphere other ) #

Checks if the vector and the specified argument are equal (epsilon).

Arguments

Return value

Return value.

bool EqualsNearly ( BoundSphere other, float epsilon ) #

Checks if the argument represents the same value with regard to the specified accuracy (epsilon).

Arguments

  • BoundSphere other - Value to be checked for equality.
  • float epsilon - Epsilon value, that determines accuracy of comparison.

Return value

Return value.

bool Equals ( object obj ) #

Checks if the vector and the specified argument are equal (epsilon).

Arguments

Return value

Return value.

int GetHashCode ( ) #

Returns a hash code for the current object. Serves as the default hash function.

Return value

Resulting int value.

void SetTransform ( mat4 transform ) #

Arguments

  • mat4 transform - Transformation matrix (mat4) to be set.

void SetTransform ( dmat4 transform ) #

Arguments

  • dmat4 transform - Transformation matrix (dmat4) to be set.

void Expand ( vec3 point ) #

Arguments

void Expand ( vec3[] points ) #

Arguments

void Expand ( BoundSphere bs ) #

Arguments

void Expand ( BoundBox bb ) #

Arguments

void ExpandRadius ( vec3 point ) #

Arguments

void ExpandRadius ( vec3[] points ) #

Arguments

void ExpandRadius ( BoundSphere bs ) #

Arguments

void ExpandRadius ( BoundBox bb ) #

Arguments

bool Inside ( vec3 point ) #

Checks if the bound specified in the argument is inside the current bound.

Arguments

Return value

Return value.

bool Inside ( vec3 point, float radius ) #

Checks if the bound specified in the argument is inside the current bound.

Arguments

  • vec3 point
  • float radius

Return value

Return value.

bool Inside ( vec3 min, vec3 max ) #

Checks if the bound specified in the argument is inside the current bound.

Arguments

  • vec3 min - Minimum value (lower limit).
  • vec3 max - Maximum value (upper limit).

Return value

Return value.

bool InsideValid ( vec3 point ) #

Checks if the bound specified in the argument is inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

Return value.

bool InsideValid ( vec3 point, float radius ) #

Checks if the bound specified in the argument is inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

  • vec3 point
  • float radius

Return value

Return value.

bool InsideValid ( vec3 min, vec3 max ) #

Checks if the bound specified in the argument is inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

  • vec3 min - Minimum value (lower limit).
  • vec3 max - Maximum value (upper limit).

Return value

Return value.

bool Inside ( BoundSphere bs ) #

Checks if the bound specified in the argument is inside the current bound.

Arguments

Return value

Return value.

bool Inside ( BoundBox bb ) #

Checks if the bound specified in the argument is inside the current bound.

Arguments

Return value

Return value.

bool InsideValid ( BoundSphere bs ) #

Checks if the bound specified in the argument is inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

Return value.

bool InsideValid ( BoundBox bb ) #

Checks if the bound specified in the argument is inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

Return value.

bool InsideAll ( BoundSphere bs ) #

Checks if the bound specified in the argument is completely inside the current bound.

Arguments

Return value

Return value.

bool InsideAll ( BoundBox bb ) #

Checks if the bound specified in the argument is completely inside the current bound.

Arguments

Return value

Return value.

bool InsideAllValid ( BoundSphere bs ) #

Checks if the whole bound specified in the argument is completely inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

Return value.

bool InsideAllValid ( BoundBox bb ) #

Checks if the whole bound specified in the argument is completely inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

Return value.

bool RayIntersection ( vec3 point, vec3 direction ) #

Checks for an intersection between a ray and the current bound.

Arguments

  • vec3 point
  • vec3 direction - Direction vector coordinates.

Return value

Return value.

bool GetIntersection ( vec3 p0, vec3 p1 ) #

Arguments

Return value

Return value.

bool RayIntersectionValid ( vec3 point, vec3 direction ) #

Checks for an intersection between a ray and the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

  • vec3 point
  • vec3 direction - Direction vector coordinates.

Return value

Return value.

bool GetIntersectionValid ( vec3 p0, vec3 p1 ) #

Arguments

Return value

Return value.

float Distance ( ) #

Return value

Resulting float value.

float Distance ( vec3 point ) #

Arguments

Return value

Resulting float value.

float DistanceValid ( ) #

Return value

Resulting float value.

float DistanceValid ( vec3 point ) #

Arguments

Return value

Resulting float value.

bool IsCameraVisible ( vec3 camera, float min_distance, float max_distance ) #

Arguments

  • vec3 camera
  • float min_distance
  • float max_distance

Return value

Return value.
Last update: 2021-06-16
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