This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.WorldBoundBox Struct

Notice
The functions listed below are the members of the Unigine.MathLib namespace.

WorldBoundBox Class

Members


WorldBoundBox operator* ( dmat4 m, WorldBoundBox bs ) #

Multiplies the matrix by the bounding box and returns the resulting bounding box.

Arguments

Return value

Resulting bounding box.

void Set ( dvec3 min_, dvec3 max_ ) #

Initializes the bounding box by the minimum and maximum coordinates.

Arguments

  • dvec3 min_ - Minimum coordinates of the bounding box.
  • dvec3 max_ - Maximum coordinates of the bounding box.

void Set ( dvec3[] points ) #

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

Arguments

  • dvec3[] points - Array of points to be enclosed by the bounding box.

void Set ( WorldBoundBox bb ) #

Sets the bounding box equal to the bounding box specified in the argument.

Arguments

void Set ( WorldBoundBox bb, mat4 transform ) #

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

Arguments

  • WorldBoundBox bb - Bounding box.
  • mat4 transform - Transformation matrix (mat4) to be set.

void Set ( WorldBoundBox bb, dmat4 transform ) #

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

Arguments

  • WorldBoundBox bb - Bounding box.
  • dmat4 transform - Transformation matrix (dmat4) to be set.

void Set ( BoundBox bb, mat4 transform ) #

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

Arguments

  • BoundBox bb - Bounding box.
  • mat4 transform - Transformation matrix (mat4) to be set.

void Set ( BoundBox bb, dmat4 transform ) #

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

Arguments

  • BoundBox bb - Bounding box.
  • dmat4 transform - Transformation matrix (dmat4) to be set.

void Set ( WorldBoundSphere bs ) #

Sets the bounding box by the bounding sphere.

Arguments

void Clear ( ) #

Clears the bounding box by setting all components/elements to 0.

bool Equals ( WorldBoundBox other ) #

Checks if the current bounding box is equal to the specified argument considering the predefined accuracy (epsilon).

Arguments

Return value

true if the size and position of both bounding boxes are equal; otherwise, false.

bool EqualsNearly ( WorldBoundBox other, double epsilon ) #

Checks if the argument represents the same bounding box with regard to the specified accuracy (epsilon).

Arguments

  • WorldBoundBox other - Bounding box to be checked for equality.
  • double epsilon - Epsilon value, that determines accuracy of comparison.

Return value

true if the size and position of both bounding boxes are equal; otherwise, false.

bool Equals ( object obj ) #

Checks if the object and the bounding box are equal considering the predefined accuracy (epsilon).

Arguments

Return value

true if the size and position of the object and the bounding box are equal; otherwise, false.

int GetHashCode ( ) #

Returns a hash code for the current object. Serves as the default hash function.

Return value

Hash code.

void SetTransform ( dmat4 transform ) #

Sets the given transformation matrix to the bounding box.

Arguments

  • dmat4 transform - Transformation matrix (dmat4) to be set.

void SetTransform ( WorldBoundSphere bs, 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

void Expand ( dvec3 point ) #

Expands the current bounding box to enclose the given point.

Arguments

  • dvec3 point - Point coordinates.

void Expand ( dvec3[] points ) #

Expands the current bounding box to enclose all given points.

Arguments

  • dvec3[] points - Array of points to be enclosed by the bounding box.

void Expand ( WorldBoundSphere bs ) #

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

Arguments

void Expand ( WorldBoundBox bb ) #

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

Arguments

bool Inside ( dvec3 point ) #

Checks if the given point is inside the bounding box.

Arguments

  • dvec3 point - Point coordinates.

Return value

true if the point is inside the bounding box; otherwise, false.

bool Inside ( dvec3 point, double radius ) #

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

Arguments

  • dvec3 point - Coordinates of the center of the sphere.
  • double radius - Sphere radius.

Return value

true if the sphere is inside the bounding box; otherwise, false.

bool inside ( dvec3 min_, vec3 max_ ) #

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

Arguments

  • dvec3 min_ - Minimum coordinates of the box.
  • vec3 max_ - Maximum coordinates of the box.

Return value

true if the box is inside the bounding box; otherwise, false.

bool InsideValid ( dvec3 point ) #

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

Arguments

  • dvec3 point - Point coordinates.

Return value

true if the point is inside the bounding box; otherwise, false.

bool InsideValid ( dvec3 point, double radius ) #

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

Arguments

  • dvec3 point - Coordinates of the center of the sphere.
  • double radius - Sphere radius.

Return value

true if the sphere is inside the bounding box; otherwise, false.

bool InsideValid ( dvec3 min_, dvec3 max_ ) #

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

Arguments

  • dvec3 min_ - Minimum coordinates of the box.
  • dvec3 max_ - Maximum coordinates of the box.

Return value

true if the box is inside the bounding box; otherwise, false.

bool InsideValid ( dvec3[] points ) #

Checks if the points specified in the argument are inside the current bound.
Notice
The method doesn't check if the minimum and maximum coordinates of the current bound are valid.

Arguments

  • dvec3[] points - Array of points.

Return value

true if the specified points are inside the bounding box; otherwise, false.

bool Inside ( WorldBoundSphere bs ) #

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

Arguments

Return value

true if the bounding sphere is inside the bounding box; otherwise, false.

bool Inside ( WorldBoundBox bb ) #

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

Arguments

Return value

true if the bounding box is inside the bounding box; otherwise, false.

bool InsideValid ( WorldBoundSphere bs ) #

Checks if the bounding sphere specified in the argument 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

true if the bounding sphere is inside the bounding box; otherwise, false.

bool InsideValid ( WorldBoundBox bb ) #

Checks if the bounding box specified in the argument 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

true if the bounding box is inside the bounding box; otherwise, false.

bool InsideAll ( WorldBoundSphere bs ) #

Checks if the whole bounding sphere specified in the argument is inside the current bounding box.

Arguments

Return value

true if the whole bounding sphere is inside the bounding box; otherwise, false.

bool InsideAll ( WorldBoundBox bb ) #

Checks if the whole bounding box specified in the argument is inside the current bounding box.

Arguments

Return value

true if the whole bounding box is inside the bounding box; otherwise, false.

bool InsideAllValid ( WorldBoundSphere bs ) #

Checks if the bounding sphere specified in the argument 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

true if the whole bounding sphere is inside the bounding box; otherwise, false.

bool InsideAllValid ( WorldBoundBox bb ) #

Checks if the whole bounding box specified in the argument 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

true if the whole bounding box is inside the bounding box; otherwise, false.

bool InsideCube ( int face, dvec3 offset ) #

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.
  • dvec3 offset - Offset.

Return value

true if the face is inside the bounding cube; otherwise, false.

bool RayIntersection ( dvec3 point, dvec3 direction ) #

Checks for an intersection between a ray and the current bound.

Arguments

  • dvec3 point - Starting point of the ray.
  • dvec3 direction - Direction vector coordinates.

Return value

true if the given ray intersects the bounding box; otherwise, false.

bool IRayIntersection ( dvec3 point, dvec3 idirection ) #

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

  • dvec3 point - Starting point of the ray.
  • dvec3 idirection - Inverse direction of the ray.

Return value

true if the given ray intersects the bounding box; otherwise, false.

bool GetIntersection ( dvec3 p0, dvec3 p1 ) #

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

Arguments

  • dvec3 p0 - Starting point of the line.
  • dvec3 p1 - Enging point of the line.

Return value

true if the given line intersects the bounding box; otherwise, false.

bool RayIntersectionValid ( dvec3 point, dvec3 direction ) #

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

  • dvec3 point - Starting point of the ray.
  • dvec3 direction - Direction vector coordinates.

Return value

true if the given ray intersects the bounding box; otherwise, false.

bool IRayIntersectionValid ( dvec3 point, dvec3 idirection ) #

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

  • dvec3 point - Starting point of the ray.
  • dvec3 idirection - Inverse direction of the ray.

Return value

true if the given ray intersects the bounding box; otherwise, false.

bool GetIntersectionValid ( dvec3 p0, dvec3 p1 ) #

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

  • dvec3 p0 - Starting point of the line.
  • dvec3 p1 - Ending point of the line.

Return value

true if the given line intersects the bounding box; otherwise, false.

double Distance ( ) #

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.

double Distance ( dvec3 point ) #

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

Arguments

  • dvec3 point - Coordinates of a point.

Return value

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

double DistanceValid ( ) #

Returns the distance from the origin of coordinates to the closest vertex of the bounding box.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

Return value

Resulting double value.

double DistanceValid ( dvec3 point ) #

Returns the distance from the given point to the closest vertex of the bounding box.
Notice
This function doesn't check if the minimum and maximum coordinates of the bounding box are valid.

Arguments

  • dvec3 point - Coordinates of a point.

Return value

Resulting double value.
Last update: 2021-08-24
Build: ()