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Unigine.WorldBoundBox Struct.

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

WorldBoundBox Class

Members


WorldBoundBox operator* ( dmat4 m, WorldBoundBox bs ) #

Multiplication.

Arguments

void Set ( dvec3 min_, dvec3 max_ ) #

Sets the value using the specified argument(s).

Arguments

void Set ( dvec3[] points ) #

Sets the value using the specified argument(s).

Arguments

void Set ( WorldBoundBox bb ) #

Sets the value using the specified argument(s).

Arguments

void Set ( WorldBoundBox bb, mat4 transform ) #

Sets the value using the specified argument(s).

Arguments

  • WorldBoundBox bb - Bounding box.
  • mat4 transform - Transformation matrix (mat4) to be set.

void Set ( WorldBoundBox bb, dmat4 transform ) #

Sets the value using the specified argument(s).

Arguments

  • WorldBoundBox bb - Bounding box.
  • dmat4 transform - Transformation matrix (dmat4) to be set.

void Set ( BoundBox bb, mat4 transform ) #

Sets the value using the specified argument(s).

Arguments

  • BoundBox bb - Bounding box.
  • mat4 transform - Transformation matrix (mat4) to be set.

void Set ( BoundBox bb, dmat4 transform ) #

Sets the value using the specified argument(s).

Arguments

  • BoundBox bb - Bounding box.
  • dmat4 transform - Transformation matrix (dmat4) to be set.

void Set ( WorldBoundSphere bs ) #

Sets the value using the specified argument(s).

Arguments

void Clear ( ) #

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

bool Equals ( WorldBoundBox other ) #

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

Arguments

Return value

Return value.

bool EqualsNearly ( WorldBoundBox other, double epsilon ) #

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

Arguments

  • WorldBoundBox other - Value to be checked for equality.
  • double 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 ( dmat4 transform ) #

Arguments

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

void SetTransform ( WorldBoundSphere bs, dmat4 transform ) #

Arguments

void Expand ( dvec3 point ) #

Arguments

void Expand ( dvec3[] points ) #

Arguments

void Expand ( WorldBoundSphere bs ) #

Arguments

void Expand ( WorldBoundBox bb ) #

Arguments

bool Inside ( dvec3 point ) #

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

Arguments

Return value

Return value.

bool Inside ( dvec3 point, double radius ) #

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

Arguments

Return value

Return value.

bool inside ( dvec3 min_, vec3 max_ ) #

Arguments

Return value

Return value.

bool InsideValid ( dvec3 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 ( dvec3 point, double 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

Return value

Return value.

bool InsideValid ( dvec3 min_, dvec3 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

Return value

Return value.

bool InsideValid ( dvec3[] points ) #

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 Inside ( WorldBoundSphere bs ) #

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

Arguments

Return value

Return value.

bool Inside ( WorldBoundBox bb ) #

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

Arguments

Return value

Return value.

bool InsideValid ( WorldBoundSphere 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 ( WorldBoundBox 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 ( WorldBoundSphere bs ) #

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

Arguments

Return value

Return value.

bool InsideAll ( WorldBoundBox bb ) #

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

Arguments

Return value

Return value.

bool InsideAllValid ( WorldBoundSphere 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 ( WorldBoundBox 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 InsideCube ( int face, dvec3 offset ) #

Arguments

Return value

Return value.

bool RayIntersection ( dvec3 point, dvec3 direction ) #

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

Arguments

  • dvec3 point
  • dvec3 direction - Direction vector coordinates.

Return value

Return value.

bool IRayIntersection ( dvec3 point, dvec3 idirection ) #

Arguments

Return value

Return value.

bool GetIntersection ( dvec3 p0, dvec3 p1 ) #

Arguments

Return value

Return value.

bool RayIntersectionValid ( dvec3 point, dvec3 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

  • dvec3 point
  • dvec3 direction - Direction vector coordinates.

Return value

Return value.

bool IRayIntersectionValid ( dvec3 point, dvec3 idirection ) #

Arguments

Return value

Return value.

bool GetIntersectionValid ( dvec3 p0, dvec3 p1 ) #

Arguments

Return value

Return value.

double Distance ( ) #

Return value

Resulting double value.

double Distance ( dvec3 point ) #

Arguments

Return value

Resulting double value.

double DistanceValid ( ) #

Return value

Resulting double value.

double DistanceValid ( dvec3 point ) #

Arguments

Return value

Resulting double value.
Last update: 2021-06-16
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