Unigine.BoundFrustum Class
This class serves to construct the bounding frustum in single precision coordinates.
Instances of this class are deleted automatically when it is necessary.
In case of double precision coordinates, the bounding frustum should be constructed by using the WorldBoundFrustum class. It includes the same functions as the BoundFrustum class, but its functions deal with the double precision coordinates.
To support both single and double precision builds, you can use the WorldBoundFrustum class only. The engine will automatically substitute it with the BoundFrustum if it is required.
BoundFrustum Class
Members
BoundFrustum()
Constructor. Creates an empty bounding frustum.BoundFrustum(mat4 projection, mat4 modelview)
Initialization by matrices.Arguments
- mat4 projection - A projection matrix.
- mat4 modelview - A modelview matrix.
BoundFrustum(BoundFrustum bf)
Initialization by the bounding frustum.Arguments
- BoundFrustum bf - The bounding frustum.
BoundFrustum(BoundFrustum bf, mat4 invtransform)
Initialization by the bounding frustum and transformation matrix.Arguments
- BoundFrustum bf - The bounding frustum.
- mat4 invtransform - The inverse transformation matrix.
void set(mat4 projection, mat4 modelview)
Sets the bounding frustum by matrices.Arguments
- mat4 projection - A projection matrix.
- mat4 modelview - A modelview matrix.
void set(BoundFrustum bf)
Sets the bounding frustum by the bounding frustum.Arguments
- BoundFrustum bf - The bounding frustum.
void set(BoundFrustum bf, mat4 itransform)
Sets the bounding frustum by the bounding frustum and transformation matrix.Arguments
- BoundFrustum bf - The bounding frustum.
- mat4 itransform - The inverse transformation matrix.
mat4 getModelview() const
Returns the bounding frustum modelview matrix.Return value
The bounding frustum modelview matrix.vec4 getPlanes() const
Returns the bounding frustum cliping planes array.Return value
The bounding frustum cliping planes array.mat4 getProjection() const
Returns the projection matrix of the bounding frustum.Return value
The bounding frustum projection matrix.int isValid() const
Checks the bounding frustum status.Return value
1 if the bounding frustum is valid.void clear()
Clears the bounding frustum.int inside(vec3 point, float radius) const
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
1 if the sphere is inside the bounding frustum; otherwise, 0.int inside(vec3 min, vec3 max) const
Checks if the box is inside the bounding frustum.Arguments
- vec3 min - The box minimum coordinate.
- vec3 max - The box maximum coordinate.
Return value
1 if the box is inside the bounding frustum; otherwise, 0.int inside(BoundSphere bs) const
Checks if the bounding sphere is inside the bounding frustum.Arguments
- BoundSphere bs - The bounding sphere.
Return value
1 if the bounding sphere is inside the bounding frustum; otherwise, 0.int inside(BoundBox bb) const
Checks if the bounding box is inside the bounding frustum.Arguments
- BoundBox bb - The bounding box.
Return value
1 if the bounding box is inside the bounding frustum; otherwise, 0.Last update: 2018-08-10
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