Unigine::WorldBoundFrustum Class
Header: | #include <UnigineBounds.h> |
WorldBoundFrustum Class
Members
WorldBoundFrustum ( ) #
Default constructor.WorldBoundFrustum ( const mat4 & projection, const dmat4 & modelview ) #
Constructor. Initializes the bounding frustum by given matrices.Arguments
- const mat4 & projection - A projection matrix.
- const dmat4 & modelview - A modelview matrix.
WorldBoundFrustum ( const WorldBoundFrustum & bf ) #
Constructor. Initializes by given bounding frustum.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
WorldBoundFrustum ( const WorldBoundFrustum & bf, const dmat4 & itransform ) #
Constructor. Initializes by given bounding frustum and transformation matrix.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
- const dmat4 & itransform - The inverse transformation matrix.
void set ( const mat4 & projection, const dmat4 & modelview ) #
Sets the bounding frustum by given matrices.Arguments
- const mat4 & projection - A projection matrix.
- const dmat4 & modelview - A modelview matrix.
void set ( const WorldBoundFrustum & bf ) #
Sets the bounding frustum by given bounding frustum.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
void set ( const WorldBoundFrustum & bf, const dmat4 & itransform ) #
Sets the bounding frustum by given bounding frustum and transformation matrix.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
- const dmat4 & itransform - The inverse transformation matrix.
dvec3 getCamera ( ) #
Returns the position of the camera.Return value
Camera position.const dmat4 & getModelview ( ) #
Gets the bounding frustum modelview matrix.Return value
The bounding frustum modelview matrix.const dvec4 * getPlanes ( ) #
Gets the bounding frustum cliping planes array.Return value
The bounding frustum cliping planes array.const dmat4 & getProjection ( ) #
Gets the bounding frustum modelview matrix.Return value
The bounding frustum projection matrix.int isValid ( ) #
Checks the bounding frustum status.Return value
1 if the bounding frustum is valid.void clear ( ) #
Clears the bounding frustum.int inside ( const dvec3 & point, double radius ) #
Checks if the sphere is inside the bounding frustum.Arguments
- const dvec3 & point - The coordinates of the center of the sphere.
- double radius - The sphere radius.
Return value
1 if the sphere is inside the bounding frustum; otherwise, 0.int inside ( const dvec3 & min, const dvec3 & max ) #
Checks if the box is inside the bounding frustum.Arguments
- const dvec3 & min - The box minimum coordinate.
- const dvec3 & max - The box maximum coordinate.
Return value
1 if the box is inside the bounding frustum; otherwise, 0.int inside ( const WorldBoundBox & bb ) #
Checks if the bounding box is inside the bounding frustum.Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the bounding box is inside the bounding frustum; otherwise, 0.int inside ( const WorldBoundSphere & bs ) #
Checks if the bounding sphere is inside the bounding frustum.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the bounding sphere is inside the bounding frustum; otherwise, 0.int insideAll ( const WorldBoundBox & bb ) #
Checks if the whole given bounding box is inside the current bounding frustum.Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the whole box is inside the bounding frustum; otherwise, 0.int insideAll ( const WorldBoundSphere & bs ) #
Checks if the whole given bounding sphere is inside the current bounding frustum.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the whole sphere is inside the bounding frustum; otherwise, 0.~BoundFrustum ( ) #
Destructor.Last update:
2019-12-25
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