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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::WorldBoundFrustum Struct

Header: #include <UnigineMathLibBounds.h>

This structure serves to construct the bounding frustum in double precision coordinates.

WorldBoundFrustum Class

Members


static WorldBoundFrustumPtr create ( ) #

Default constructor.

WorldBoundFrustum ( const Math::mat4 & projection, const Math::Mat4 & modelview ) #

Constructor. Initializes the bounding frustum by given matrices.

Arguments

  • const Math::mat4 & projection - A projection matrix.
  • const Math::Mat4 & modelview - A modelview matrix.

WorldBoundFrustum ( const WorldBoundFrustum & bf ) #

Constructor. Initializes by given bounding frustum.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.

WorldBoundFrustum ( const BoundFrustum & bf, const Math::Mat4 & itransform ) #

Constructor. Initializes by given bounding frustum and transformation matrix.

Arguments

  • const BoundFrustum & bf - The bounding frustum.
  • const Math::Mat4 & itransform - The inverse transformation matrix.

WorldBoundFrustum ( const WorldBoundFrustum & bf, const Math::Mat4 & transform ) #

Constructor. Initializes by given bounding frustum and transformation matrix.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.
  • const Math::Mat4 & transform - The transformation matrix.

BoundFrustum & operator= ( const BoundFrustum & bf ) #

Assignment operator.

Arguments

Return value

Bounding frustum.

void clear ( ) #

Clears the bounding frustum.

void set ( const Math::mat4 & projection, const Math::Mat4 & modelview ) #

Sets the bounding frustum by given matrices.

Arguments

  • const Math::mat4 & projection - A projection matrix.
  • const Math::Mat4 & 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 BoundFrustum & bf, const Math::Mat4 & itransform ) #

Sets the bounding frustum by given bounding frustum and transformation matrix.

Arguments

  • const BoundFrustum & bf - The bounding frustum.
  • const Math::Mat4 & itransform - The inverse transformation matrix.

void set ( const WorldBoundFrustum & bf, const Math::Mat4 & itransform ) #

Sets the bounding frustum by given bounding frustum and transformation matrix.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.
  • const Math::Mat4 & itransform - The inverse transformation matrix.

int inside ( const Math::Vec3 & point ) const#

Checks if the point is inside the bounding frustum.

Arguments

  • const Math::Vec3 & point - The coordinates of the point.

Return value

1 if the point is inside the bounding frustum; otherwise, 0.

int inside ( const Math::Vec3 & point, Math::Scalar radius ) const#

Checks if the sphere is inside the bounding frustum.

Arguments

  • const Math::Vec3 & point - The coordinates of the center of the sphere.
  • Math::Scalar radius - The sphere radius.

Return value

1 if the sphere is inside the bounding frustum; otherwise, 0.

int inside ( const Math::Vec3 & min, const Math::Vec3 & max ) const#

Checks if the box is inside the bounding frustum.

Arguments

  • const Math::Vec3 & min - The box minimum coordinate.
  • const Math::Vec3 & max - The box maximum coordinate.

Return value

1 if the box is inside the bounding frustum; otherwise, 0.

int inside ( const Math::Vec3 * points, int num ) const#

Checks if a set of points is inside the bounding frustum.

Arguments

  • const Math::Vec3 * points - Vector of points.
  • int num - Number of points.

Return value

1 if the points are inside the bounding frustum; otherwise, 0.

int inside ( const WorldBoundBox & bb ) const#

Checks if the bounding box is inside the bounding frustum.

Arguments

Return value

1 if the bounding box is inside the bounding frustum; otherwise, 0.

int inside ( const WorldBoundSphere & bs ) const#

Checks if the bounding sphere is inside the bounding frustum.

Arguments

Return value

1 if the bounding sphere is inside the bounding frustum; otherwise, 0.

int insideFast ( const Math::Vec3 & point ) const#

Performs a fast check if the point is inside the bounding frustum.

Arguments

  • const Math::Vec3 & point - Point.

Return value

1 if the point is inside the bounding frustum; otherwise, 0.

int insideFast ( const Math::Vec3 & point, Math::Scalar radius ) const#

Performs a fast check if the sphere is inside the bounding frustum.

Arguments

  • const Math::Vec3 & point - Center point.
  • Math::Scalar radius - Radius.

Return value

1 if the sphere is inside the bounding frustum; otherwise, 0.

int insideFast ( const Math::Vec3 & min, const Math::Vec3 & max ) const#

Performs a fast check if the box is inside the bounding frustum.

Arguments

  • const Math::Vec3 & min - Minimum point.
  • const Math::Vec3 & max - Maximum point.

Return value

1 if the box is inside the bounding frustum; otherwise, 0.

int insideFast ( const Math::Vec3 * points, int num ) const#

Performs a fast check if the set of points is inside the bounding frustum.

Arguments

  • const Math::Vec3 * points - Vector of points.
  • int num - Number of points.

Return value

1 if the point is inside the bounding frustum; otherwise, 0.

int insideValid ( const WorldBoundSphere & bs ) const#

Checks if the given bounding sphere is inside the bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.

int insideValid ( const WorldBoundBox & bb ) const#

Checks if the given bounding box is inside the bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding box is inside the bounding frustum; otherwise, 0.

int insideValidFast ( const WorldBoundSphere & bs ) const#

Performs a fast check if the given bounding sphere is inside the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.

int insideValidFast ( const WorldBoundBox & bb ) const#

Performs a fast check if the given bounding box is inside the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding box is inside the bounding frustum; otherwise, 0.

int insideAll ( const WorldBoundBox & bb ) const#

Checks if the whole given bounding box is inside the current bounding frustum.

Arguments

Return value

1 if the whole box is inside the bounding frustum; otherwise, 0.

int insideAll ( const WorldBoundSphere & bs ) const#

Checks if the whole given bounding sphere is inside the current bounding frustum.

Arguments

Return value

1 if the whole sphere is inside the bounding frustum; otherwise, 0.

int insideAllValid ( const WorldBoundSphere & bs ) const#

Checks if the whole given bounding sphere is inside the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.

int insideAllValid ( const WorldBoundBox & bb ) const#

Checks if the whole given bounding box is inside the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding box is inside the bounding frustum; otherwise, 0.

int insideAllValidFast ( const WorldBoundSphere & bs ) const#

Performs a fast check if the whole given bounding sphere is inside the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.

int insideAllValidFast ( const WorldBoundBox & bb ) const#

Performs a fast check if the whole given bounding box is inside the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

Return value

1 if the given bounding box is inside the bounding frustum; otherwise, 0.

int insideShadowValid ( const WorldBoundSphere & object, const Math::Vec3 & direction ) const#

Checks if the given bounding sphere is inside the shadow of the current bounding frustum.
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

  • const WorldBoundSphere & object - Bounding sphere.
  • const Math::Vec3 & direction - The direction vector.

Return value

1 if the given bounding sphere is inside the shadow; otherwise, 0.

bool isValid ( ) const#

Checks the bounding frustum status.

Return value

true if the bounding frustum is valid, otherwise false.

Math::dvec3 getCamera ( ) const#

Returns the position of the camera.

Return value

Camera position.

const Math::Vec4 * getPlanes ( ) const#

Returns the bounding frustum cliping planes array.

Return value

The bounding frustum cliping planes array.
Last update: 2021-12-13
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