This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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 Class

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

WorldBoundFrustum Class

Members


WorldBoundFrustum()

Default constructor.

WorldBoundFrustum(mat4 projection, dmat4 modelview)

Constructor. Initializes the bounding frustum by given matrices.

Arguments

  • mat4 projection - A projection matrix.
  • dmat4 modelview - A modelview matrix.

WorldBoundFrustum(WorldBoundFrustum bf)

Constructor. Initializes by given bounding frustum.

Arguments

  • WorldBoundFrustum bf - The bounding frustum.

WorldBoundFrustum(WorldBoundFrustum bf, dmat4 itransform)

Constructor. Initializes by given bounding frustum and transformation matrix.

Arguments

  • WorldBoundFrustum bf - The bounding frustum.
  • dmat4 itransform - The inverse transformation matrix.

void set(mat4 projection, dmat4 modelview)

Sets the bounding frustum by given matrices.

Arguments

  • mat4 projection - A projection matrix.
  • dmat4 modelview - A modelview matrix.

void set(WorldBoundFrustum bf)

Sets the bounding frustum by given bounding frustum.

Arguments

  • WorldBoundFrustum bf - The bounding frustum.

void set(WorldBound bf, dmat4 itransform)

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

Arguments

  • WorldBound bf - The bounding frustum.
  • dmat4 itransform - The inverse transformation matrix.

dvec3 getCamera()

Returns the position of the camera.

Return value

Camera position.

dmat4 getModelview()

Gets the bounding frustum modelview matrix.

Return value

The bounding frustum modelview matrix.

dvec4 getPlanes()

Gets the bounding frustum cliping planes array.

Return value

The bounding frustum cliping planes array.

dmat4 getProjection()

Gets the bounding frustum modelview matrix.

Return value

The bounding frustum projection matrix.

int isValid()

Checks the bounding frustum status.

Return value

1 if the bounding frustum is valid.

void clear()

Clears the bounding frustum.

int 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

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

int inside(dvec3 min, dvec3 max)

Checks if the box is inside the bounding frustum.

Arguments

  • dvec3 min - The box minimum coordinate.
  • dvec3 max - The box maximum coordinate.

Return value

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

int inside(WorldBoundBox bb)

Checks if the bounding box is inside the bounding frustum.

Arguments

  • WorldBoundBox bb - The bounding box.

Return value

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

int inside(WorldBoundSphere bs)

Checks if the bounding sphere is inside the bounding frustum.

Arguments

  • WorldBoundSphere bs - The bounding sphere.

Return value

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

int insideAll(WorldBoundBox bb)

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

Arguments

  • WorldBoundBox bb - The bounding box.

Return value

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

int insideAll(WorldBoundSphere bs)

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

Arguments

  • WorldBoundSphere bs - The bounding sphere.

Return value

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

~BoundFrustum()

Destructor.
Last update: 2018-08-10
Build: ()