UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm (Experimental)
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes

Unigine::BoundBox Class

Header: #include <UnigineBounds.h>

This class serves to construct the bounding box in single precision coordinates.

Notice
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.

Notice
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 BoundBox & bb ) #

Initialization by the bounding box.

Arguments

  • const BoundBox & bb - Bounding box.

explicit BoundBox ( const BoundSphere & bs ) #

Initialization by the bounding sphere.

Arguments

BoundBox ( const BoundBox & bb, const Math::mat4 & transform ) #

Initialization by the bounding box with the transformation matrix taken into account.

Arguments

  • const BoundBox & bb - Bounding box.
  • const Math::mat4 & transform - Transformation matrix.

BoundBox ( const Math::vec3 * points, int num_points ) #

Initialization by the vector of points.

Arguments

  • const Math::vec3 * points - Vector of points.
  • int num_points - Number of points.

BoundBox ( const Math::vec3 & min, const Math::vec3 & max ) #

Initialization by minimum and maximum coordinates of the bounding box.

Arguments

  • const Math::vec3 & min - Bounding box minimum coordinates.
  • const Math::vec3 & max - Bounding box maximum coordinates.

BoundBox & operator= ( const BoundBox & bb ) #

Assignment operator for the bounding box.

Arguments

  • const BoundBox & bb - Bounding box.

Return value

Bounding box.

void clear ( ) #

Clears the bounding box.

void set ( const Math::vec3 & min, const Math::vec3 & max ) #

Sets the bounding box by its minimum and maximum coordinates.

Arguments

  • const Math::vec3 & min - Minimum coordinates of the bounding box.
  • const Math::vec3 & max - Maximum coordinates of the bounding box.

void set ( const Math::vec3 * points, int num_points ) #

Sets the bounding box by the coordinates of points in space to be enclosed by it.

Arguments

  • const Math::vec3 * points - List of points to be enclosed by the bounding box.
  • int num_points - Number of points to be enclosed by the bounding box.

void set ( const BoundSphere & bs ) #

Sets the bounding box by the bounding sphere.

Arguments

void set ( const BoundBox & bb ) #

Sets the bounding box equal to the specified source bounding box.

Arguments

  • const BoundBox & bb - Source bounding box.

void set ( const BoundBox & bb, const Math::mat4 & transform ) #

Sets the bounding box by the given bounding box with the given transformation matrix taken into account.

Arguments

  • const BoundBox & bb - Bounding box.
  • const Math::mat4 & transform - Transformation matrix.

void setTransform ( const Math::mat4 & transform ) #

Sets the given transformation matrix to the bounding box.

Arguments

  • const Math::mat4 & transform - Transformation matrix.

void setTransform ( const Math::dmat4 & transform ) #

Sets the given transformation matrix to the bounding box.

Arguments

  • const Math::dmat4 & transform - Transformation matrix.

void setTransform ( const BoundSphere & bs, const Math::mat4 & transform ) #

Sets the transformation matrix of the current bounding box for including the given bounding sphere with the given transformation matrix taken into account.

Arguments

  • const BoundSphere & bs - Bounding sphere.
  • const Math::mat4 & transform - Transformation matrix.

void setTransform ( const BoundSphere & bs, const Math::dmat4 & transform ) #

Sets the transformation matrix of the current bounding box for including the given bounding sphere with the given transformation matrix taken into account.

Arguments

  • const BoundSphere & bs - Bounding sphere.
  • const Math::dmat4 & transform - Transformation matrix.

int compare ( const BoundBox & bb ) const#

Compares the current bounding box with the given one.

Arguments

  • const BoundBox & bb - The bounding box to compare with.

Return value

1 if the size and position of both bounding boxes are equal; otherwise, 0.

int operator== ( const BoundBox & bb ) const#

Compares the current bounding box with the given one.

Arguments

  • const BoundBox & bb - The bounding box to compare with.

Return value

1 if the size and position of both bounding boxes are equal; otherwise, 0.

int operator!= ( const BoundBox & bb ) const#

Bounding boxes not equal comparison operator.

Arguments

  • const BoundBox & bb - The bounding box to compare with.

Return value

1 if the size and position of both bounding boxes are not equal; otherwise, 0.

void expand ( const Math::vec3 & point ) #

Expands the current bounding box to enclose the given point.

Arguments

  • const Math::vec3 & point - Point coordinates.

void expand ( const Math::vec3 * points, int num_points ) #

Expands the current bounding box to enclose all given points.

Arguments

  • const Math::vec3 * points - List of points to be enclosed by the bounding box.
  • int num_points - Number of points to be enclosed by the bounding box.

void expand ( const BoundSphere & bs ) #

Expands the current bounding box to enclose the given bounding sphere.

Arguments

void expand ( const BoundBox & bb ) #

Expands the current bounding box to enclose the given bounding box.

Arguments

  • const BoundBox & bb - Bounding box.

int inside ( const Math::vec3 & point ) const#

Checks if the given point is inside the bounding box.

Arguments

  • const Math::vec3 & point - Point.

Return value

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

int inside ( const Math::vec3 & point, float radius ) const#

Checks if the given sphere is inside the current bounding box.

Arguments

  • const Math::vec3 & point - Coordinates of the center of the sphere.
  • float radius - Sphere radius.

Return value

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

int inside ( const Math::vec3 & min, const Math::vec3 & max ) const#

Checks if the box with the given coordinates is inside the current bounding box.

Arguments

  • const Math::vec3 & min - Minimum coordinates of the box.
  • const Math::vec3 & max - Maximum coordinates of the box.

Return value

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

int inside ( const BoundSphere & bs ) const#

Checks if the specified bounding sphere is inside the current bounding box.

Arguments

Return value

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

int inside ( const BoundBox & bb ) const#

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

Arguments

  • const BoundBox & bb - Bounding box.

Return value

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

int insideValid ( const Math::vec3 & point ) const#

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

Arguments

  • const Math::vec3 & point - Point.

Return value

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

int insideValid ( const Math::vec3 & point, float radius ) const#

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

Arguments

  • const Math::vec3 & point - Coordinates of the center of the sphere.
  • float radius - Sphere radius.

Return value

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

int insideValid ( const Math::vec3 & min, const Math::vec3 & max ) const#

Checks if the box is inside the bounding box.

Arguments

  • const Math::vec3 & min - Box minimum coordinates.
  • const Math::vec3 & max - Box maximum coordinates.

Return value

1 if the box is inside the bounding box; otherwise, 0.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.

int insideValid ( const BoundSphere & bs ) const#

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

Arguments

Return value

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

int insideValid ( const BoundBox & bb ) const#

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

Arguments

  • const BoundBox & bb - Bounding box.

Return value

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

int insideAll ( const BoundSphere & bs ) const#

Checks if the given bounding sphere is inside the current bounding box.

Arguments

Return value

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

int insideAll ( const BoundBox & bb ) const#

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 insideAllValid ( const BoundSphere & bs ) const#

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

Arguments

Return value

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

int insideAllValid ( const BoundBox & bb ) const#

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

Arguments

  • const BoundBox & bb - Bounding box.

Return value

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

int insideCube ( int face, const Math::vec3 & offset ) const#

Checks if a face of the current bounding box is inside the cube represented by minimum and maximum coordinates of the bounding box.

Arguments

  • int face - The face index from 0 to 5.
  • const Math::vec3 & offset - Offset.

Return value

1 if the face is inside the bounding cube; otherwise, 0.

int rayIntersection ( const Math::vec3 & point, const Math::vec3 & direction ) const#

Checks for an intersection between a ray and the current bounding box.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction vector of the ray.

Return value

1 if the given ray intersects the bounding box; otherwise, 0.

int irayIntersection ( const Math::vec3 & point, const Math::vec3 & idirection ) const#

Checks for an intersection between a ray and the current bounding box. This function uses the inverse direction of the ray, which increases performance.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & idirection - Inverse direction of the ray.

Return value

1 if the given ray intersects the bounding box; otherwise, 0.

int getIntersection ( const Math::vec3 & p0, const Math::vec3 & p1 ) const#

Checks for an intersection between a line and the current bounding box.

Arguments

  • const Math::vec3 & p0 - Starting point of the line.
  • const Math::vec3 & p1 - Enging point of the line.

Return value

1 if the given line intersects the bounding box; otherwise, 0.

int rayIntersectionValid ( const Math::vec3 & point, const Math::vec3 & direction ) const#

Checks for an intersection between a ray and the current bounding box.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & direction - Direction vector of the ray.

Return value

1 if the given ray intersects the bounding box; otherwise, 0.

int irayIntersectionValid ( const Math::vec3 & point, const Math::vec3 & idirection ) const#

Checks for an intersection between a ray and the current bounding box. This function uses the inverse direction of the ray, which increases performance.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

Arguments

  • const Math::vec3 & point - Starting point of the ray.
  • const Math::vec3 & idirection - Inverse direction of the ray.

Return value

1 if the given ray intersects the bounding box; otherwise, 0.

int getIntersectionValid ( const Math::vec3 & p0, const Math::vec3 & p1 ) const#

Checks for an intersection between a line and the current bounding box.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

Arguments

  • const Math::vec3 & p0 - Starting point of the line.
  • const Math::vec3 & p1 - Enging point of the line.

Return value

1 if the given line intersects the bounding box; otherwise, 0.

float distance ( ) const#

Returns the distance from the origin of coordinates to the closest vertex of the bounding box.

Return value

Distance in units if the minimum and maximum coordinates of the bounding box are valid; otherwise, INF.

float distance ( const Math::vec3 & point ) const#

Returns the distance from the given point to the closest vertex of the bounding box.

Arguments

  • const Math::vec3 & point - Coordinates of a point.

Return value

Distance, in units.

float distanceValid ( ) const#

Returns the distance from the origin of coordinates to the closest vertex of the bounding box.

Return value

Distance, in units.

float distanceValid ( const Math::vec3 & point ) const#

Returns the distance from the given point to the closest vertex of the bounding box.

Arguments

  • const Math::vec3 & point - Point.

Return value

Distance, in units.

void getPoints ( vec3 * points, int num_points ) const#

Puts the vertices of the current bounding box into the given vector.

Arguments

  • vec3 * points - Target vector.
  • int num_points - Number of points, must be equal to 8.

void getPlanes ( vec4 * planes, int num_planes ) const#

Puts the planes created based on the vertices of the current bounding box into the given vector.

Arguments

  • vec4 * planes - Target vector.
  • int num_planes - Number of planes, must be equal to 6.

vec3 getCenter ( ) const#

Returns the center point of the current bounding box.

Return value

Center point.

Math::vec3 getMin ( ) const#

Returns the minimum coordinates of the bounding box.

Return value

Bounding box minimum coordinates.

Math::vec3 getMax ( ) const#

Returns the maximum coordinates of the bounding box.

Return value

Bounding box maximum coordinates.

bool isValid ( ) const#

Checks the bounding box status.

Return value

true if the bounding box minimum and maximum coordinates are valid; otherwise, false.
Last update: 2020-04-10