Unigine::BoundBox Class
Header: | #include <UnigineBounds.h> |
This class serves to construct the bounding box in single precision coordinates.
Instances of this class are deleted automatically when it is necessary.
In case of double precision coordinates, the bounding box should be constructed by using the WorldBoundBox class. It includes the same functions as the BoundBox class, but its functions deal with the double precision coordinates.
To support both single and double precision builds, you can use the WorldBoundBox class only. The engine will automatically substitute it with the BoundBox if it is required.
BoundBox Class
Members
BoundBox()
Constructor. Creates an empty bounding box.BoundBox(const vec3 & min, const vec3 & max)
Initialization by minimum and maximum coordinates of the bounding box.Arguments
- const vec3 & min - The bounding box minimum coordinates.
- const vec3 & max - The bounding box maximum coordinates.
BoundBox(const BoundBox & bb)
Initialization by the bounding box.Arguments
- const BoundBox & bb - The bounding box.
explicit BoundBox(const BoundSphere & bs)
Initialization by the bounding sphere.Arguments
- const BoundSphere & bs - The bounding sphere.
void set(const vec3 & min, const vec3 & max)
Sets the bounding box by its minimum and maximum coordinates.Arguments
- const vec3 & min - The bounding box minimum coordinates.
- const vec3 & max - The bounding box maximum coordinates.
void set(const BoundSphere & bs)
Sets the bounding box by the bounding sphere.Arguments
- const BoundSphere & bs - The bounding sphere.
void set(const BoundBox & bb)
Sets the bounding box.Arguments
- const BoundBox & bb - The bounding box.
const vec3 & getMax() const
Returns the maximum coordinates of the bounding box.Return value
The bounding box maximum coordinates.const vec3 & getMin() const
Returns the minimum coordinates of the bounding box.Return value
The bounding box minimum coordinates.void setTransform(const mat4 & transform)
Sets the given transformation matrix to the bounding box.Arguments
- const mat4 & transform - Transformation matrix.
void setTransform(const dmat4 & transform)
Sets the given transformation matrix to the bounding box.Arguments
- const dmat4 & transform - Transformation matrix.
int isValid() const
Checks the bounding box status.Return value
1 if the bounding box minimum and maximum coordinates are valid; otherwise, 0.void clear()
Clears the bounding box.void expand(const BoundSphere & bs)
Expands the current bounding box for including given bounding sphere.Arguments
- const BoundSphere & bs - Bounding sphere.
void expand(const BoundBox & bb)
Expands the current bounding box for including given bounding box.Arguments
- const BoundBox & bb - Bounding box.
void expand(const vec3 & point)
Expands the current bounding box for including given point.Arguments
- const vec3 & point - Point coordinates.
int inside(const vec3 & point, float radius) const
Checks if the sphere is inside the bounding box.Arguments
- const vec3 & point - The coordinates of the center of the sphere.
- float radius - The sphere radius.
Return value
1 if the sphere is inside the bounding box; otherwise, 0.int inside(const vec3 & min, const vec3 & max) const
Checks if the box is inside the bounding box.Arguments
- const vec3 & min - The box minimum coordinates.
- const vec3 & max - The box maximum coordinates.
Return value
1 if the box is inside the bounding box; otherwise, 0.int inside(const BoundSphere & bs) const
Checks if the bounding sphere is inside the bounding box.Arguments
- const BoundSphere & bs - The bounding sphere.
Return value
1 if the bounding sphere is inside the bounding box; otherwise, 0.int inside(const BoundBox & bb) const
Checks if the bounding box is inside the bounding box.Arguments
- const BoundBox & bb - The bounding box.
Return value
1 if the bounding box is inside the bounding box; otherwise, 0.int insideAll(const BoundBox & bb)
Checks if the whole given bounding box is inside the current bounding box.Arguments
- const BoundBox & bb - Bounding box.
Return value
1 if the whole bounding box is inside the bounding box; otherwise, 0.int insideAll(const BoundSphere & bs)
Checks if the given bounding sphere is inside the current bounding box.Arguments
- const BoundSphere & bs - Bounding sphere.
Return value
1 if the whole bounding sphere is inside the bounding box; otherwise, 0.Last update: 2018-08-10
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