Unigine.BoundFrustum Struct
The functions listed below are the members of the Unigine.MathLib namespace.
This structure serves to construct the bounding frustum in single precision coordinates.
BoundFrustum enables you to check:
- if the specified bound volume (box, sphere, or other frustum) gets inside the frustum (even partially) - use Inside( bound ) methods for this purpose.
- if the specified bound volume (box, sphere, or other frustum) is inside the frustum completely - use InsideAll( bound ) methods for this purpose.
- if certain points of your object are inside the frustum (may be necessary in case more accurate results are required than the ones obtained using the two methods above) - here you should use Inside( point ) methods and check all points of interest.
Make sure that you use proper aspect-corrected projection for the frustum when necessary. See the picture in the spoiler below: red - default projection matrix, green - aspect-corrected projection matrix.
Usage Example#
For example you can use a BoundFrustum in order to check whether a node is inside the viewing frustum of a camera. Check the component below.
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
#region Math Variables
#if UNIGINE_DOUBLE
using BoundFrustum = Unigine.BoundFrustum;
using Mat4 = Unigine.mat4;
#else
using BoundFrustum = Unigine.BoundFrustum;
using Mat4 = Unigine.mat4;
#endif
#endregion
[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class FrustumChecker : Component
{
private void Init()
{
// write here code to be called on component initialization
}
private void Update()
{
// getting the current camera
Camera camera = Game.Player.Camera;
// getting the main window of the application
EngineWindow main_window = WindowManager.MainWindow;
if (!main_window)
Engine.Quit();
// calculating the current aspect ratio to obtain proper aspect-corrected projection matrix
// default projection matrix does not take aspect ratio into account
ivec2 main_size = main_window.Size;
float aspect = (float)main_size.y / main_size.x;
mat4 proj = camera.GetAspectCorrectedProjection(aspect);
// getting model-view matrix of the camera
Mat4 model_view = camera.Modelview;
BoundFrustum bfrustum = new BoundFrustum(proj, model_view);
// checking if the node's bound gets inside the viewing frustum of the camera
if (bfrustum.Inside(node.WorldBoundBox)){
Log.Message("Node's bound is visible inside the frustum.");
// checking whether the bound is completely or partially inside the frustum
Log.Message(bfrustum.InsideAll(node.WorldBoundBox) ? " COMPLETELY!\n": " PARTIALLY!\n");
// checking whether a certain point of the object (WorldPosition here) is inside the frustum
Log.Message(bfrustum.Inside(node.WorldPosition) ? "(The point is INSIDE)\n": "(The point is OUTSIDE)\n");
}
else
Log.Message("Node's bound is outside the frustum.\n");
// displaying node's BoundBox, the Bound Frustum, and a point using the Visualizer
Visualizer.RenderFrustum(proj, MathLib.Inverse(model_view), new vec4(1.0f, 0.0f,0.0f,1.0f));
Visualizer.RenderBoundBox(node.BoundBox, node.Transform, new vec4(0.0f, 1.0f, 0.0f, 1.0f));
Visualizer.RenderSphere(0.01f, MathLib.Translate(node.WorldPosition), new vec4(1.0f, 0.0f, 0.0f, 1.0f));
}
}
BoundFrustum Class
Members
BoundFrustum ( mat4 projection, mat4 modelview ) #
Constructor. Initializes the bounding frustum by the projection and modelview matrices.Arguments
BoundFrustum ( BoundFrustum bf ) #
Constructor. Initializes the bounding frustum using the specified argument.Arguments
- BoundFrustum bf - Bounding frustum.
BoundFrustum ( BoundFrustum bf, mat4 itransform ) #
Constructor. Initializes the bounding frustum using the specified arguments.Arguments
- BoundFrustum bf - Bounding frustum.
- mat4 itransform - The inverse transformation matrix.
void Set ( mat4 projection, mat4 modelview ) #
Sets the bounding frustum by the projection and modelview matrices.Arguments
void Set ( mat4 proj ) #
Sets the bounding frustum by the projection matrix.Arguments
- mat4 proj - Projection matrix.
void Set ( BoundFrustum bf ) #
Sets the bounding frustum using the specified argument.Arguments
- BoundFrustum bf - Bounding frustum.
void Set ( BoundFrustum bf, mat4 itransform ) #
Sets the bounding frustum using the specified arguments.Arguments
- BoundFrustum bf - Bounding frustum.
- mat4 itransform - The inverse transformation matrix.
void Clear ( ) #
Clears the bounding frustum by setting all components/elements to 0.bool Equals ( BoundFrustum other ) #
Checks if the current bounding frustum and the specified argument are equal considering the predefined accuracy (epsilon).Arguments
- BoundFrustum other - Value to be checked for equality.
Return value
true if the current bounding frustum is equal to the given one; otherwise, false.bool EqualsNearly ( BoundFrustum other, float epsilon ) #
Checks if the current bounding frustum and the specified argument represent the same value with regard to the specified accuracy (epsilon).Arguments
- BoundFrustum other - Value to be checked for equality.
- float 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
- object obj - Object.
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 ( mat4 itransform ) #
Sets the transformation matrix by an inverse transformation matrix.Arguments
- mat4 itransform - The inverse transformation matrix.
void SetITransform ( dmat4 itransform ) #
Sets the transformation matrix by an inverse transformation matrix.Arguments
- dmat4 itransform - The inverse transformation matrix.
void SetTransform ( mat4 transform ) #
Sets the transformation matrix.Arguments
- mat4 transform - Transformation matrix (mat4) to be set.
void SetTransform ( dmat4 transform ) #
Sets the transformation matrix.Arguments
- dmat4 transform - Transformation matrix (dmat4) to be set.
BoundFrustum operator* ( mat4 m, BoundFrustum bf ) #
Multiplies the matrix by the bounding frustum and returns the resulting bounding frustum.Arguments
- mat4 m - Matrix.
- BoundFrustum bf - Bounding frustum.
Return value
Resulting bounding frustum.BoundFrustum operator* ( dmat4 m, BoundFrustum bf ) #
Multiplies the matrix by the bounding frustum and returns the resulting bounding frustum.Arguments
- dmat4 m - Matrix.
- BoundFrustum bf - Bounding frustum.
Return value
Resulting bounding frustum.void Expand ( float radius ) #
Expands the current bounding frustum by the given radius.Arguments
- float radius - Radius.
bool Inside ( vec3 point ) #
Checks if the point is inside the bounding frustum.Arguments
- vec3 point - The coordinates of the point.
Return value
true if the point is inside the bounding frustum; otherwise, false.bool Inside ( vec3 point, float radius ) #
Checks if the sphere is inside the bounding frustum.Arguments
- vec3 point - The coordinates of the center of the sphere.
- float radius - The sphere radius.
Return value
true if the sphere is inside the bounding frustum; otherwise, false.bool Inside ( vec3 p_min, vec3 p_max ) #
Checks if the box is inside the bounding frustum.Arguments
Return value
true if the box is inside the bounding frustum; otherwise, false.bool Inside ( vec3[] points ) #
Checks if the bound specified in the argument is inside the current bound.Arguments
- vec3[] points - Array of points.
Return value
true if the points are inside the bounding frustum; otherwise, false.bool InsideFast ( vec3 point ) #
Performs a fast check if the point is inside the bounding frustum.Arguments
- vec3 point - Point coordinates.
Return value
true if the point is inside the bounding frustum; otherwise, false.bool InsideFast ( vec3 point, float radius ) #
Performs a fast check if the sphere is inside the bounding frustum.Arguments
- vec3 point - Center point.
- float radius - Radius.
Return value
true if the sphere is inside the bounding frustum; otherwise, false.bool InsideFast ( vec3 p_min, vec3 p_max ) #
Performs a fast check if the box is inside the bounding frustum.Arguments
Return value
true if the box is inside the bounding frustum; otherwise, false.bool InsideFast ( vec3[] points ) #
Performs a fast check if the set of points is inside the bounding frustum.Arguments
- vec3[] points - Vector of points.
Return value
true if the point is inside the bounding frustum; otherwise, false.bool Inside ( BoundSphere bs ) #
Checks if the bounding sphere is inside the bounding frustum.Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding frustum; otherwise, false.bool Inside ( BoundBox bb ) #
Checks if the bounding box is inside the bounding frustum.Arguments
- BoundBox bb - Bounding box.
Return value
true if the bounding box is inside the bounding frustum; otherwise, false.bool Inside ( BoundFrustum bf ) #
Checks if the specified bounding frustum is inside the current bounding frustum.Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the specified bounding frustum is inside the bounding frustum; otherwise, false.bool InsideValid ( BoundSphere bs ) #
Checks if the given bounding sphere is inside the bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideValid ( BoundBox bb ) #
Checks if the given bounding box is inside the bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideValid ( BoundFrustum bf ) #
Checks if the given bounding frustum is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsideValidFast ( BoundSphere bs ) #
Performs a fast check if the given bounding sphere is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideValidFast ( BoundBox bb ) #
Performs a fast check if the given bounding box is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideValidFast ( BoundFrustum bf ) #
Performs a fast check if the given bounding frustum is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsideAll ( BoundSphere bs ) #
Checks if the whole given bounding sphere is inside the current bounding frustum.Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding frustum; otherwise, false.bool InsideAll ( BoundBox bb ) #
Checks if the whole given bounding box is inside the current bounding frustum.Arguments
- BoundBox bb - Bounding box.
Return value
true if the whole bounding box is inside the bounding frustum; otherwise, false.bool InsideAll ( BoundFrustum bf ) #
Checks if the whole specified bounding frustum is inside the current bounding frustum.Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the whole specified bounding frustum is inside the current bounding frustum; otherwise, false.bool InsideAllValid ( BoundSphere bs ) #
Checks if the whole given bounding sphere is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideAllValid ( BoundBox bb ) #
Checks if the whole given bounding box is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideAllValid ( BoundFrustum bf ) #
Checks if the whole given bounding frustum is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsideAllValidFast ( BoundSphere bs ) #
Performs a fast check if the whole given bounding sphere is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideAllValidFast ( BoundBox bb ) #
Performs a fast check if the whole given bounding box is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideAllValidFast ( BoundFrustum bf ) #
Performs a fast check if the whole given bounding frustum is inside the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsidePlanes ( BoundSphere bs ) #
Checks if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum.Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the volume; otherwise, false.bool InsidePlanes ( BoundBox bb ) #
Checks if the given bounding box is inside the volume defined by the planes of the current bounding frustum.Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the volume; otherwise, false.bool InsidePlanes ( BoundFrustum bf ) #
Checks if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the volume; otherwise, false.bool InsidePlanesValid ( BoundSphere bs ) #
Checks if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the volume; otherwise, false.bool InsidePlanesValid ( BoundBox bb ) #
Checks if the given bounding box is inside the volume defined by the planes of the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the volume; otherwise, false.bool InsidePlanesValid ( BoundFrustum bf ) #
Checks if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the volume; otherwise, false.bool InsidePlanesValidFast ( BoundSphere bs ) #
Performs a fast check if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the volume; otherwise, false.bool InsidePlanesValidFast ( BoundBox bb ) #
Performs a fast check if the given bounding box is inside the volume defined by the planes of the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the volume; otherwise, false.bool InsidePlanesValidFast ( BoundFrustum bf ) #
Performs a fast check if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum (assuming that the current bound coordinates are valid).The method doesn't check the status of the current bound.
Arguments
- BoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the volume; otherwise, false.Last update:
2024-12-13
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