This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::WorldBoundFrustum Struct

Header: #include <UnigineMathLibBounds.h>

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

WorldBoundFrustum enables you to check:

  • if the specified bound volume (box, sphere, or other frustum) gets inside the frustum (even partially) - use inside( bound ) methods for this purpose.
  • if the specified bound volume (box, sphere, or other frustum) is inside the frustum completely - use insideAll( bound ) methods for this purpose.
  • if certain points of your object are inside the frustum (may be necessary in case more accurate results are required than the ones obtained using the two methods above) - here you should use inside( point ) methods and check all points of interest.
Notice
Make sure that you use proper aspect-corrected projection for the frustum when necessary. See the picture in the spoiler below: red - default projection matrix, green - aspect-corrected projection matrix.


Usage Example#

For example you can use a WorldBoundFrustum in order to check whether a node is inside the viewing frustum of a camera. Check the component below.

Source code (C++)
#pragma once
#include <UnigineComponentSystem.h>
class FrustumChecker :
	public Unigine::ComponentBase
{
public:
	COMPONENT_DEFINE(FrustumChecker, Unigine::ComponentBase);
	COMPONENT_UPDATE(update);

private:
	void update();

};
Source code (C++)
#include "FrustumChecker.h"
#include <UnigineGame.h>
#include <UnigineMathLibBounds.h>
#include <UnigineVisualizer.h>
REGISTER_COMPONENT(FrustumChecker);

using namespace Unigine;

void FrustumChecker::update()
{	
	// getting the current camera
	Unigine::CameraPtr camera = Game::getPlayer()->getCamera();

	// getting the main window of the application
	Unigine::EngineWindowPtr main_window = WindowManager::getMainWindow();
	if (!main_window) {
		Engine::get()->quit();
		return;
	}
	
	// calculating the current aspect ratio to obtain proper aspect-corrected projection matrix
	// default projection matrix does not take aspect ratio into account
	Unigine::Math::ivec2 main_size = WindowManager::getMainWindow()->getSize();
	float aspect = float(main_size.y) / main_size.x;
	Unigine::Math::mat4 proj = camera->getAspectCorrectedProjection(aspect);
	
	// getting model-view matrix of the camera
	Unigine::Math::Mat4 model_view = camera->getModelview();
	Unigine::Math::WorldBoundFrustum bfrustum(proj, model_view);


	// checking if the node's bound gets inside the viewing frustum of the camera
	if (bfrustum.inside(node->getWorldBoundBox())) {
		Log::message("Node's bound is visible inside the frustum.");
		
		// checking whether the bound is completely or partially inside the frustum
		Log::message(bfrustum.insideAll(node->getWorldBoundBox()) ? " COMPLETELY!\n": " PARTIALLY!\n");

		// checking whether a certain point of the object (WorldPosition here) is inside the frustum
		Log::message(bfrustum.inside(node->getWorldPosition()) ? "(The point is INSIDE)\n" : "(The point is OUTSIDE)\n");
	}
	else
		Log::message("Node's bound is outside the frustum.\n");
	
	// displaying node's BoundBox, the Bound Frustum, and a point using the Visualizer
	Visualizer::renderFrustum(proj, Math::inverse(model_view), Math::vec4(1.0f, 0.0f, 0.0f, 1.0f));
	Visualizer::renderBoundBox(node->getBoundBox(), node->getTransform(), Math::vec4(0.0f, 1.0f, 0.0f, 1.0f));
	Visualizer::renderSphere(0.01f, Math::translate(node->getWorldPosition()), Math::vec4(1.0f, 0.0f, 0.0f, 1.0f));
}

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

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

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

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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

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

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
The method doesn't check the status of the current bounding frustum.

Arguments

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 (assuming that the current bound coordinates are valid).
Notice
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: 14.12.2022
Build: ()