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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 This version of documentation is OUTDATED, as it describes an older SDK version!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

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

WorldBoundFrustum Class

Members


void Set ( mat4 projection, dmat4 modelview ) #

Sets the bounding frustum by the projection and modelview matrices.

Arguments

  • mat4 projection - Projection matrix.
  • dmat4 modelview - Modelview matrix.

void Set ( WorldBoundFrustum bf ) #

Sets the bounding frustum using the specified argument.

Arguments

void Set ( BoundFrustum bf ) #

Sets the bounding frustum using the specified argument.

Arguments

void Set ( WorldBoundFrustum bf, dmat4 itransform ) #

Sets the bounding frustum using the specified arguments.

Arguments

void Set ( BoundFrustum bf, dmat4 itransform ) #

Sets the bounding frustum using the specified arguments.

Arguments

  • BoundFrustum bf - Bounding frustum.
  • dmat4 itransform - The inverse transformation matrix.

void Clear ( ) #

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

bool Equals ( WorldBoundFrustum other ) #

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

Arguments

Return value

true if the current bounding frustum is equal to the given one; otherwise, false.

bool EqualsNearly ( WorldBoundFrustum other, double epsilon ) #

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

Arguments

  • WorldBoundFrustum other - Value to be checked for equality.
  • double epsilon - Epsilon value, that determines accuracy of comparison.

Return value

true if the current bounding frustum is equal to the given one; otherwise, false.

bool Equals ( object obj ) #

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

Arguments

Return value

true if the current bounding frustum is equal to the given object; otherwise, false.

int GetHashCode ( ) #

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

Return value

Hash code.

void SetITransform ( dmat4 itransform ) #

Sets the transformation matrix by an inverse transformation matrix.

Arguments

  • dmat4 itransform - The inverse transformation matrix.

void SetTransform ( dmat4 transform ) #

Sets the transformation matrix.

Arguments

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

WorldBoundFrustum operator* ( dmat4 m, WorldBoundFrustum bf ) #

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

Arguments

Return value

Resulting bounding frustum.

void Expand ( double radius ) #

Expands the current bounding frustum by the given radius.

Arguments

  • double radius - Radius.

bool Inside ( dvec3 point ) #

Checks if the point is inside the bounding frustum.

Arguments

  • dvec3 point - The coordinates of the point.

Return value

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

bool Inside ( dvec3 point, double radius ) #

Checks if the sphere is inside the bounding frustum.

Arguments

  • dvec3 point - The coordinates of the center of the sphere.
  • double radius - The sphere radius.

Return value

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

bool Inside ( dvec3 p_min, dvec3 p_max ) #

Checks if the box is inside the bounding frustum.

Arguments

  • dvec3 p_min - Minimum coordinate of the box.
  • dvec3 p_max - Maximum coordinate of the box.

Return value

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

bool Inside ( dvec3[] points ) #

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

Arguments

  • dvec3[] points - Array of points.

Return value

true if the points are inside the bounding frustum; otherwise, false.

bool InsideFast ( dvec3 point ) #

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

Arguments

  • dvec3 point - Point coordinates.

Return value

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

bool InsideFast ( dvec3 point, double radius ) #

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

Arguments

  • dvec3 point - Center point.
  • double radius - Radius.

Return value

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

bool InsideFast ( dvec3 p_min, dvec3 p_max ) #

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

Arguments

  • dvec3 p_min - Minimum coordinate of the box.
  • dvec3 p_max - Maximum coordinate of the box.

Return value

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

bool InsideFast ( dvec3[] points ) #

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

Arguments

  • dvec3[] points - Vector of points.

Return value

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

bool Inside ( WorldBoundSphere bs ) #

Checks if the bounding sphere is inside the bounding frustum.

Arguments

Return value

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

bool Inside ( WorldBoundBox bb ) #

Checks if the bounding box is inside the bounding frustum.

Arguments

Return value

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

bool Inside ( WorldBoundFrustum bf ) #

Checks if the specified bounding frustum is inside the current bounding frustum.

Arguments

Return value

true if the specified bounding frustum is inside the bounding frustum; otherwise, false.

bool InsideValid ( WorldBoundSphere bs ) #

Checks if the given bounding sphere is inside the bounding frustum.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

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

bool InsideValid ( WorldBoundBox bb ) #

Checks if the given bounding box is inside the bounding frustum.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

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

bool InsideValid ( WorldBoundFrustum bf ) #

Checks if the given bounding frustum is inside the current bounding frustum.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

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

bool InsideValidFast ( WorldBoundSphere bs ) #

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 bound.

Arguments

Return value

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

bool InsideValidFast ( WorldBoundBox bb ) #

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 bound.

Arguments

Return value

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

bool InsideValidFast ( WorldBoundFrustum bf ) #

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

Arguments

Return value

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

bool InsideAll ( WorldBoundSphere bs ) #

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

Arguments

Return value

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

bool InsideAll ( WorldBoundBox bb ) #

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

Arguments

Return value

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

bool InsideAll ( WorldBoundFrustum bf ) #

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

Arguments

Return value

true if the whole specified bounding frustum is inside the current bounding frustum; otherwise, false.

bool InsideAllValid ( WorldBoundSphere bs ) #

Checks if the whole given bounding sphere is inside the current bounding frustum.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

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

bool InsideAllValid ( WorldBoundBox bb ) #

Checks if the whole given bounding box is inside the current bounding frustum.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

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

bool InsideAllValid ( WorldBoundFrustum bf ) #

Checks if the whole given bounding frustum is inside the current bounding frustum.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

Return value

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

bool InsideAllValidFast ( WorldBoundSphere bs ) #

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 bound.

Arguments

Return value

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

bool InsideAllValidFast ( WorldBoundBox bb ) #

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 bound.

Arguments

Return value

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

bool InsideAllValidFast ( WorldBoundFrustum bf ) #

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

Arguments

Return value

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

bool InsidePlanes ( WorldBoundSphere bs ) #

Checks if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum.

Arguments

Return value

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

bool InsidePlanes ( WorldBoundBox bb ) #

Checks if the given bounding box is inside the volume defined by the planes of the current bounding frustum.

Arguments

Return value

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

bool InsidePlanes ( WorldBoundFrustum bf ) #

Checks if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.

Arguments

Return value

true if the given bounding frustum is inside the volume; otherwise, false.

bool InsidePlanesValid ( WorldBoundSphere bs ) #

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

Arguments

Return value

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

bool InsidePlanesValid ( WorldBoundBox bb ) #

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

Arguments

Return value

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

bool InsidePlanesValid ( WorldBoundFrustum bf ) #

Checks if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.
Notice
The method doesn't check the status of the current bound.

Arguments

Return value

true if the given bounding frustum is inside the volume; otherwise, false.

bool InsidePlanesValidFast ( WorldBoundSphere bs ) #

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

Arguments

Return value

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

bool InsidePlanesValidFast ( WorldBoundBox bb ) #

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

Arguments

Return value

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

bool InsidePlanesValidFast ( WorldBoundFrustum bf ) #

Performs a fast check if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.
Notice
The method doesn't check the status of the current bound.

Arguments

Return value

true if the given bounding frustum is inside the volume; otherwise, false.
Last update: 2021-12-13
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