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
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
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
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 ) #

Multiplication.

Arguments

void Set ( dvec3 center, double radius ) #

Sets the value using the specified argument(s).

Arguments

  • dvec3 center
  • double radius

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

Sets the value using the specified argument(s).

Arguments

  • dvec3[] points
  • bool optimal

void Set ( WorldBoundSphere bs ) #

Sets the value using the specified argument(s).

Arguments

void Set ( WorldBoundSphere bs, dmat4 transform ) #

Sets the value using the specified argument(s).

Arguments

void Set ( WorldBoundBox bb ) #

Sets the value using the specified argument(s).

Arguments

void Clear ( ) #

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

bool Equals ( WorldBoundSphere other ) #

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

Arguments

Return value

Return value.

bool EqualsNearly ( WorldBoundSphere other, double epsilon ) #

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

Arguments

  • WorldBoundSphere 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 Expand ( dvec3 point ) #

Arguments

void Expand ( dvec3[] points ) #

Arguments

void Expand ( BoundSphere bs ) #

Arguments

void Expand ( WorldBoundBox bb ) #

Arguments

void ExpandRadius ( dvec3 point ) #

Arguments

void ExpandRadius ( dvec3[] points ) #

Arguments

void ExpandRadius ( WorldBoundSphere bs ) #

Arguments

void ExpandRadius ( 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, dvec3 max ) #

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

Arguments

  • dvec3 min - Minimum value (lower limit).
  • dvec3 max - Maximum value (upper limit).

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

  • dvec3 min - Minimum value (lower limit).
  • dvec3 max - Maximum value (upper limit).

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 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 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 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.

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

Arguments

  • dvec3 camera
  • double min_distance
  • double max_distance

Return value

Return value.
Last update: 2021-06-16
Build: ()