This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Art Samples
Tutorials

Unigine.WorldBoundSphere Struct

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

WorldBoundSphere Class

Members


void Set ( BoundSphere bs ) #

Sets the value using the specified argument(s).

Arguments

WorldBoundSphere operator* ( dmat4 m, WorldBoundSphere bs ) #

Multiplies the matrix by the bounding sphere and returns the resulting bounding sphere.

Arguments

Return value

Resulting bounding sphere.

void Set ( dvec3 center, double radius ) #

Sets the bounding sphere using the specified argument(s).

Arguments

  • dvec3 center - The bounding sphere center.
  • double radius - The bounding sphere radius.

void Set ( dvec3[] points, bool optimal ) #

Sets the bounding sphere using the specified arguments.

Arguments

  • dvec3[] points - Array of points.
  • bool optimal - Flag defining if the optimal sphere should be used. If false, the sphere will be expanded for including all the given points.

void Set ( WorldBoundSphere bs ) #

Sets the bounding sphere using the specified arguments.

Arguments

void Set ( WorldBoundSphere bs, dmat4 transform ) #

Sets the bounding sphere using the specified arguments.

Arguments

void Set ( WorldBoundBox bb ) #

Sets the bounding sphere by the bounding box.

Arguments

void Clear ( ) #

Clears the bounding sphere by setting all components/elements to 0.

bool Equals ( WorldBoundSphere other ) #

Checks if the bounding sphere and the specified argument are equal considering the predefined accuracy (epsilon).

Arguments

Return value

true if the radii and the centers of both bounding spheres are equal; otherwise, false.

bool EqualsNearly ( WorldBoundSphere other, double epsilon ) #

Checks if the bounding sphere and the specified argument represent the same value with regard to the specified accuracy (epsilon).

Arguments

  • WorldBoundSphere other - Bounding sphere to be checked for equality.
  • double epsilon - Epsilon value, that determines accuracy of comparison.

Return value

true if the radii and the centers of both bounding spheres are equal; otherwise, false.

bool Equals ( object obj ) #

Checks if the bounding sphere and the specified argument are equal considering the predefined accuracy (epsilon).

Arguments

  • object obj - Object to be checked for equality.

Return value

true if the object and the bounding sphere are equal; otherwise, false.

int GetHashCode ( ) #

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

Return value

Hash code.

void SetTransform ( dmat4 transform ) #

Sets the given transformation matrix to bounding sphere.

Arguments

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

void Expand ( dvec3 point ) #

Expands the current bounding sphere to include the given point.

Arguments

  • dvec3 point - Coordinates of the point.

void Expand ( dvec3[] points ) #

Expands the current bounding sphere for including all points in the array.

Arguments

  • dvec3[] points - Array of points.

void Expand ( BoundSphere bs ) #

Expands the current bounding sphere to include the given bounding sphere.

Arguments

void Expand ( WorldBoundBox bb ) #

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

Arguments

void ExpandRadius ( dvec3 point ) #

Expands the radius of the bounding sphere.

Arguments

  • dvec3 point - Point coordinates setting the end point of radius.

void ExpandRadius ( dvec3[] points ) #

Expands the radius of the current bounding sphere for including all points of the array.

Arguments

  • dvec3[] points - Array of points.

void ExpandRadius ( WorldBoundSphere bs ) #

Expands the radius of the bounding sphere by using the radius of the given bounding sphere.

Arguments

void ExpandRadius ( WorldBoundBox bb ) #

Expands the radius of the bounding sphere by using the max and min points of the given bounding box.

Arguments

bool Inside ( dvec3 point ) #

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

Arguments

  • dvec3 point - Point coordinates.

Return value

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

bool Inside ( dvec3 point, double radius ) #

Checks if the sphere defined by the arguments is inside the bounding sphere.

Arguments

  • dvec3 point - Center of the sphere.
  • double radius - Radius of the sphere.

Return value

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

bool Inside ( dvec3 min, dvec3 max ) #

Checks if the box specified by the arguments is inside the bounding sphere.

Arguments

  • dvec3 min - Minimum coordinates of the box (lower limit).
  • dvec3 max - Maximum coordinates of the box (upper limit).

Return value

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

bool InsideValid ( dvec3 point ) #

Checks if the given point is inside the current bounding sphere.
Notice
The method doesn't check if the current bounding sphere is valid.

Arguments

  • dvec3 point - Point coordinates.

Return value

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

bool InsideValid ( dvec3 point, double radius ) #

Checks if the sphere specified in the argument is inside the current bounding sphere.
Notice
The method doesn't check if the current bounding sphere is valid.

Arguments

  • dvec3 point - Cente of the sphere.
  • double radius - Radius of the sphere.

Return value

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

bool InsideValid ( dvec3 min, dvec3 max ) #

Checks if the box specified in the argument is inside the current bounding sphere.
Notice
The method doesn't check if the current bounding sphere is valid.

Arguments

  • dvec3 min - Minimum coordinates of the box (lower limit).
  • dvec3 max - Maximum coordinates of the box (upper limit).

Return value

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

bool Inside ( WorldBoundSphere bs ) #

Checks if the bounding sphere specified in the argument is inside the current bounding sphere.

Arguments

Return value

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

bool Inside ( WorldBoundBox bb ) #

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

Arguments

Return value

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

bool InsideValid ( WorldBoundSphere bs ) #

Checks if the bounding sphere specified in the argument is inside the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

Return value

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

bool InsideValid ( WorldBoundBox bb ) #

Checks if the bounding box specified in the argument is inside the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

Return value

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

bool InsideAll ( WorldBoundSphere bs ) #

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

Arguments

Return value

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

bool InsideAll ( WorldBoundBox bb ) #

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

Arguments

Return value

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

bool InsideAllValid ( WorldBoundSphere bs ) #

Checks if the whole bounding sphere specified in the argument is completely inside the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

Return value

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

bool InsideAllValid ( WorldBoundBox bb ) #

Checks if the whole bounding box specified in the argument is completely inside the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

Return value

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

bool RayIntersection ( dvec3 point, dvec3 direction ) #

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

Arguments

  • dvec3 point - The starting point of the ray.
  • dvec3 direction - Direction vector coordinates.

Return value

true if an intersection has occurred; otherwise, false.

bool GetIntersection ( dvec3 p0, dvec3 p1 ) #

Checks for an intersection of a line with the current bounding sphere.

Arguments

  • dvec3 p0 - The starting point of the line.
  • dvec3 p1 - The ending point of the line.

Return value

true if an intersection has occurred; otherwise, false.

bool RayIntersectionValid ( dvec3 point, dvec3 direction ) #

Checks for an intersection between a ray and the current bound.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

  • dvec3 point - The starting point of the ray.
  • dvec3 direction - Direction vector coordinates.

Return value

true if an intersection has occurred; otherwise, false.

bool GetIntersectionValid ( dvec3 p0, dvec3 p1 ) #

Checks for an intersection of a line with the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

  • dvec3 p0 - The starting point of the line.
  • dvec3 p1 - The starting point of the line.

Return value

true if an intersection has occurred; otherwise, false.

double Distance ( ) #

Returns the distance from the origin of coordinates to the closest point of the current bounding sphere.

Return value

Distance from the origin, in units.

double Distance ( dvec3 point ) #

Returns the distance from the given point to the closest point of the current bounding sphere.

Arguments

  • dvec3 point - Coordinates of the point.

Return value

Distance from the point, in units.

double DistanceValid ( ) #

Returns the distance from the origin of coordinates to the closest point of the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Return value

Distance from the origin, in units.

double DistanceValid ( dvec3 point ) #

Returns the distance from the given point to the closest point of the current bounding sphere.
Notice
This method doesn't check if the current bounding sphere is valid (has a positive radius).

Arguments

  • dvec3 point - Coordinates of the point.

Return value

Distance from the origin, in units.

bool IsCameraVisible ( dvec3 camera, double min_distance, double max_distance ) #

Checks if the bounding sphere is within the camera visibility distance.

Arguments

  • dvec3 camera - Camera position.
  • double min_distance - Minimum visibility distance, in units.
  • double max_distance - Maximum visibility distance, in units.

Return value

true if the bounding sphere is within the camera visibility distance; otherwise, false.
Last update: 2021-08-24
Build: ()