Unigine::WorldBoundFrustum Class
Header: | #include <UnigineBounds.h> |
WorldBoundFrustum Class
Members
static WorldBoundFrustumPtr create ( ) #
Default constructor.WorldBoundFrustum ( const Math::mat4 & projection, const Math::Mat4 & modelview ) #
Constructor. Initializes the bounding frustum by given matrices.Arguments
- const Math::mat4 & projection - A projection matrix.
- const Math::Mat4 & modelview - A modelview matrix.
WorldBoundFrustum ( const WorldBoundFrustum & bf ) #
Constructor. Initializes by given bounding frustum.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
WorldBoundFrustum ( const BoundFrustum & bf, const Math::Mat4 & itransform ) #
Constructor. Initializes by given bounding frustum and transformation matrix.Arguments
- const BoundFrustum & bf - The bounding frustum.
- const Math::Mat4 & itransform - The inverse transformation matrix.
WorldBoundFrustum ( const WorldBoundFrustum & bf, const Math::Mat4 & transform ) #
Constructor. Initializes by given bounding frustum and transformation matrix.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
- const Math::Mat4 & transform - The transformation matrix.
BoundFrustum & operator= ( const BoundFrustum & bf ) #
Assignment operator.Arguments
- const BoundFrustum & bf - The bounding frustum.
Return value
Bounding frustum.void clear ( ) #
Clears the bounding frustum.void set ( const Math::mat4 & projection, const Math::Mat4 & modelview ) #
Sets the bounding frustum by given matrices.Arguments
- const Math::mat4 & projection - A projection matrix.
- const Math::Mat4 & modelview - A modelview matrix.
void set ( const WorldBoundFrustum & bf ) #
Sets the bounding frustum by given bounding frustum.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
void set ( const BoundFrustum & bf, const Math::Mat4 & itransform ) #
Sets the bounding frustum by given bounding frustum and transformation matrix.Arguments
- const BoundFrustum & bf - The bounding frustum.
- const Math::Mat4 & itransform - The inverse transformation matrix.
void set ( const WorldBoundFrustum & bf, const Math::Mat4 & itransform ) #
Sets the bounding frustum by given bounding frustum and transformation matrix.Arguments
- const WorldBoundFrustum & bf - The bounding frustum.
- const Math::Mat4 & itransform - The inverse transformation matrix.
int inside ( const Math::Vec3 & point ) const#
Checks if the point is inside the bounding frustum.Arguments
- const Math::Vec3 & point - The coordinates of the point.
Return value
1 if the point is inside the bounding frustum; otherwise, 0.int inside ( const Math::Vec3 & point, Math::Scalar radius ) const#
Checks if the sphere is inside the bounding frustum.Arguments
- const Math::Vec3 & point - The coordinates of the center of the sphere.
- Math::Scalar radius - The sphere radius.
Return value
1 if the sphere is inside the bounding frustum; otherwise, 0.int inside ( const Math::Vec3 & min, const Math::Vec3 & max ) const#
Checks if the box is inside the bounding frustum.Arguments
- const Math::Vec3 & min - The box minimum coordinate.
- const Math::Vec3 & max - The box maximum coordinate.
Return value
1 if the box is inside the bounding frustum; otherwise, 0.int inside ( const Math::Vec3 * points, int num ) const#
Checks if a set of points is inside the bounding frustum.Arguments
- const Math::Vec3 * points - Vector of points.
- int num - Number of points.
Return value
1 if the points are inside the bounding frustum; otherwise, 0.int inside ( const WorldBoundBox & bb ) const#
Checks if the bounding box is inside the bounding frustum.Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the bounding box is inside the bounding frustum; otherwise, 0.int inside ( const WorldBoundSphere & bs ) const#
Checks if the bounding sphere is inside the bounding frustum.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the bounding sphere is inside the bounding frustum; otherwise, 0.int insideFast ( const Math::Vec3 & point ) const#
Performs a fast check if the point is inside the bounding frustum.Arguments
- const Math::Vec3 & point - Point.
Return value
1 if the point is inside the bounding frustum; otherwise, 0.int insideFast ( const Math::Vec3 & point, Math::Scalar radius ) const#
Performs a fast check if the sphere is inside the bounding frustum.Arguments
- const Math::Vec3 & point - Center point.
- Math::Scalar radius - Radius.
Return value
1 if the sphere is inside the bounding frustum; otherwise, 0.int insideFast ( const Math::Vec3 & min, const Math::Vec3 & max ) const#
Performs a fast check if the box is inside the bounding frustum.Arguments
- const Math::Vec3 & min - Minimum point.
- const Math::Vec3 & max - Maximum point.
Return value
1 if the box is inside the bounding frustum; otherwise, 0.int insideFast ( const Math::Vec3 * points, int num ) const#
Performs a fast check if the set of points is inside the bounding frustum.Arguments
- const Math::Vec3 * points - Vector of points.
- int num - Number of points.
Return value
1 if the point is inside the bounding frustum; otherwise, 0.int insideValid ( const WorldBoundSphere & bs ) const#
Checks if the given bounding sphere is inside the bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.int insideValid ( const WorldBoundBox & bb ) const#
Checks if the given bounding box is inside the bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the given bounding box is inside the bounding frustum; otherwise, 0.int insideValidFast ( const WorldBoundSphere & bs ) const#
Performs a fast check if the given bounding sphere is inside the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.int insideValidFast ( const WorldBoundBox & bb ) const#
Performs a fast check if the given bounding box is inside the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the given bounding box is inside the bounding frustum; otherwise, 0.int insideAll ( const WorldBoundBox & bb ) const#
Checks if the whole given bounding box is inside the current bounding frustum.Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the whole box is inside the bounding frustum; otherwise, 0.int insideAll ( const WorldBoundSphere & bs ) const#
Checks if the whole given bounding sphere is inside the current bounding frustum.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the whole sphere is inside the bounding frustum; otherwise, 0.int insideAllValid ( const WorldBoundSphere & bs ) const#
Checks if the whole given bounding sphere is inside the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.int insideAllValid ( const WorldBoundBox & bb ) const#
Checks if the whole given bounding box is inside the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the given bounding box is inside the bounding frustum; otherwise, 0.int insideAllValidFast ( const WorldBoundSphere & bs ) const#
Performs a fast check if the whole given bounding sphere is inside the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the given bounding sphere is inside the bounding frustum; otherwise, 0.int insideAllValidFast ( const WorldBoundBox & bb ) const#
Performs a fast check if the whole given bounding box is inside the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the given bounding box is inside the bounding frustum; otherwise, 0.int insideShadowValid ( const WorldBoundSphere & object, const Math::Vec3 & direction ) const#
Checks if the given bounding sphere is inside the shadow of the current bounding frustum.The method doesn't check the status of the current bounding frustum.
Arguments
- const WorldBoundSphere & object - Bounding sphere.
- const Math::Vec3 & direction - The direction vector.
Return value
1 if the given bounding sphere is inside the shadow; otherwise, 0.bool isValid ( ) const#
Checks the bounding frustum status.Return value
true if the bounding frustum is valid, otherwise false.Math::dvec3 getCamera ( ) const#
Returns the position of the camera.Return value
Camera position.const Math::Vec4 * getPlanes ( ) const#
Returns the bounding frustum cliping planes array.Return value
The bounding frustum cliping planes array.Last update:
31.07.2020
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