Unigine::BoundBox Struct
Header: | #include <UnigineMathLibBounds.h> |
This structure serves to construct the bounding box in single precision coordinates.
Instances of this structure are deleted automatically when it is necessary.
In case of double precision coordinates, the bounding box should be constructed by using the WorldBoundBox structure. It includes the same functions as the BoundBox structure, but its functions deal with the double precision coordinates.
To support both single and double precision builds, you can use the WorldBoundBox structure 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 ) #
Constructor. Initialization by the bounding box.Arguments
- const BoundBox & bb - Bounding box.
explicit BoundBox ( const BoundSphere & bs ) #
Constructor. Initialization by the bounding sphere.Arguments
- const BoundSphere & bs - Bounding sphere.
BoundBox ( const BoundBox & bb, const mat4 & transform ) #
Constructor. Initialization by the bounding box with the transformation matrix taken into account.Arguments
- const BoundBox & bb - Bounding box.
- const mat4 & transform - Transformation matrix.
BoundBox ( const Math::vec3 * points, int num_points ) #
Constructor. Initialization by the vector of points.Arguments
- const Math::vec3 * points - Vector of points.
- int num_points - Number of points.
BoundBox ( const vec3 & min, const vec3 & max ) #
Constructor. Initialization by minimum and maximum coordinates of the bounding box.Arguments
- const vec3 & min - Bounding box minimum coordinates.
- const vec3 & max - Bounding box maximum coordinates.
BoundBox ( float x_min, float y_min, float z_min, float x_max, float y_max, float z_max ) #
Constructor. Initialization by minimum and maximum coordinates of the bounding box specified as float values.Arguments
- float x_min - Minimum X-coordinate of the bounding box.
- float y_min - Minimum Y-coordinate of the bounding box.
- float z_min - Minimum Y-coordinate of the bounding box.
- float x_max - Maximum X-coordinate of the bounding box.
- float y_max - Maximum Y-coordinate of the bounding box.
- float z_max - Maximum Z-coordinate of the bounding box.
vec3 getSize ( ) const#
Returns the size of the bounding box along the axes.Return value
Vector containing sizes of the bounding box along the axes, in units.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
- const BoundSphere & bs - Bounding sphere.
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
true if the size and position of both bounding boxes are equal; otherwise, false.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
true if the size and position of both bounding boxes are equal; otherwise, false.int operator!= ( const BoundBox & bb ) const#
Bounding boxes not equal comparison operator.Arguments
- const BoundBox & bb - The bounding box to compare with.
Return value
true if the size and position of both bounding boxes are not equal; otherwise, false.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
- const BoundSphere & bs - Bounding sphere.
void expand ( const BoundBox & bb ) #
Expands the current bounding box to enclose the given bounding box.Arguments
- const BoundBox & bb - Bounding box.
bool inside ( const Math::vec3 & point ) const#
Checks if the given point is inside the bounding box.Arguments
- const Math::vec3 & point - Point.
Return value
true if the point is inside the bounding box; otherwise, false.bool 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
true if the sphere is inside the bounding box; otherwise, false.bool 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
true if the box is inside the bounding box; otherwise, false.bool inside ( const BoundSphere & bs ) const#
Checks if the specified bounding sphere is inside the current bounding box.Arguments
- const BoundSphere & bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding box; otherwise, false.bool 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
true if the bounding box is inside the bounding box; otherwise, false.bool insideValid ( const Math::vec3 & point ) const#
Checks if the given point is inside the bounding box.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
true if the point is inside the bounding box; otherwise, false.bool insideValid ( const vec3* points, int num_points ) const#
Checks if any of the given points is inside the bounding box.The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.
Arguments
- const vec3* points - Array of points to be checked.
- int num_points - Number of points to be checked.
Return value
true if any of the given points is inside the bounding box; otherwise, false.bool insideValid ( const Math::vec3 & point, float radius ) const#
Checks if the sphere is inside the bounding box.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
true if the sphere is inside the bounding box; otherwise, false.bool insideValid ( const Math::vec3 & min, const Math::vec3 & max ) const#
Checks if the box is inside the bounding box.The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.
Arguments
Return value
true if the box is inside the bounding box; otherwise, false.bool insideValid ( const BoundSphere & bs ) const#
Checks if the bounding sphere is inside the bounding box.The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.
Arguments
- const BoundSphere & bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding box; otherwise, false.bool insideValid ( const BoundBox & bb ) const#
Checks if the bounding box is inside the bounding box.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
true if the bounding box is inside the bounding box; otherwise, false.bool insideAll ( const BoundSphere & bs ) const#
Checks if the given bounding sphere is inside the current bounding box.Arguments
- const BoundSphere & bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding box; otherwise, false.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
true if the whole bounding box is inside the bounding box; otherwise, false.bool insideAllValid ( const BoundSphere & bs ) const#
Checks if the given bounding sphere is inside the current bounding box.The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.
Arguments
- const BoundSphere & bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding box; otherwise, false.bool insideAllValid ( const BoundBox & bb ) const#
Checks if the whole given bounding box is inside the current bounding box.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
true if the whole bounding box is inside the bounding box; otherwise, false.bool insideAllValid ( const vec3* points, int num_points ) const#
Checks if all specified points are inside the current bounding box.The method doesn't check if the minimum and maximum coordinates of the current bounding box are valid.
Arguments
- const vec3* points - Array of points to be checked.
- int num_points - Number of points to be checked.
Return value
true if the all specified points are inside the bounding box; otherwise, false.bool 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
true if the face is inside the bounding cube; otherwise, false.bool 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
true if the given ray intersects the bounding box; otherwise, false.bool 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
true if the given ray intersects the bounding box; otherwise, false.bool 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
true if the given line intersects the bounding box; otherwise, false.bool rayIntersectionValid ( const Math::vec3 & point, const Math::vec3 & direction ) const#
Checks for an intersection between a ray and the current bounding box.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
true if the given ray intersects the bounding box; otherwise, false.bool 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.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
true if the given ray intersects the bounding box; otherwise, false.bool getIntersectionValid ( const Math::vec3 & p0, const Math::vec3 & p1 ) const#
Checks for an intersection between a line and the current bounding box.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
true if the given line intersects the bounding box; otherwise, false.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.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:
26.04.2022
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