Unigine.BoundSphere Struct
BoundSphere Class
Members
BoundSphere operator* ( mat4 m, BoundSphere bs ) #
Multiplies the matrix by the bounding sphere and returns the resulting bounding sphere.Arguments
- mat4 m - Matrix.
- BoundSphere bs - Bounding sphere.
Return value
Resulting bounding sphere.BoundSphere operator* ( dmat4 m, BoundSphere bs ) #
Multiplies the matrix by the bounding sphere and returns the resulting bounding sphere.Arguments
- dmat4 m - Matrix.
- BoundSphere bs - Bounding sphere.
Return value
Resulting bounding sphere.void Set ( vec3 center, float radius ) #
Sets the bounding sphere using the specified arguments.Arguments
- vec3 center - The bounding sphere center.
- float radius - The bounding sphere radius.
void Set ( vec3[] points, bool optimal ) #
Sets the bounding sphere using the specified arguments.Arguments
- vec3[] points - Array of points.
- bool optimal - Flag defining if the optimal sphere should be used. If false, the sphere will be expanded for including all the given points.
void Set ( BoundSphere bs ) #
Sets the bounding sphere using the specified arguments.Arguments
- BoundSphere bs - Bounding sphere.
void Set ( BoundSphere bs, mat4 transform ) #
Sets the bounding sphere using the specified arguments.Arguments
- BoundSphere bs - Bounding sphere.
- mat4 transform - Transformation matrix (mat4) to be set.
void Set ( BoundSphere bs, dmat4 transform ) #
Sets the bounding sphere using the specified arguments.Arguments
- BoundSphere bs - Bounding sphere.
- dmat4 transform - Transformation matrix (dmat4) to be set.
void Set ( BoundBox bb ) #
Sets the bounding sphere by the bounding box.Arguments
- BoundBox bb - Bounding box.
void Clear ( ) #
Clears the bounding sphere by setting all components/elements to 0.bool Equals ( BoundSphere other ) #
Checks if the bounding sphere and the specified argument are equal considering the predefined accuracy (epsilon).Arguments
- BoundSphere other - Bounding sphere to be checked for equality.
Return value
true if the radii and the centers of both bounding spheres are equal; otherwise, false.bool EqualsNearly ( BoundSphere other, float epsilon ) #
Checks if the bounding sphere and the specified argument represent the same value with regard to the specified accuracy (epsilon).Arguments
- BoundSphere other - Bounding sphere to be checked for equality.
- float epsilon - Epsilon value, that determines accuracy of comparison.
Return value
true if the radii and the centers of both bounding spheres are equal; otherwise, false.bool Equals ( object obj ) #
Checks if the bounding sphere and the specified argument are equal considering the predefined accuracy (epsilon).Arguments
- object obj - Object to be checked for equality.
Return value
true if the object and the bounding sphere 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 ( mat4 transform ) #
Sets the given transformation matrix to bounding sphere.Arguments
- mat4 transform - Transformation matrix (mat4) to be set.
void SetTransform ( dmat4 transform ) #
Sets the given transformation matrix to bounding sphere.Arguments
- dmat4 transform - Transformation matrix (dmat4) to be set.
void Expand ( vec3 point ) #
Expands the current bounding sphere to include the given point.Arguments
- vec3 point - Coordinates of the point.
void Expand ( vec3[] points ) #
Expands the current bounding sphere for including all points in the array.Arguments
- vec3[] points - Array of points.
void Expand ( BoundSphere bs ) #
Expands the current bounding sphere to include the given bounding sphere.Arguments
- BoundSphere bs - Bounding sphere to be included.
void Expand ( BoundBox bb ) #
Expands the current bounding sphere to include the given bounding box.Arguments
- BoundBox bb - Bounding box to be included.
void ExpandRadius ( vec3 point ) #
Expands the radius of the bounding sphere.Arguments
- vec3 point - Point coordinates setting the end point of radius.
void ExpandRadius ( vec3[] points ) #
Expands the radius of the current bounding sphere for including all points of the array.Arguments
- vec3[] points - Array of points.
void ExpandRadius ( BoundSphere bs ) #
Expands the radius of the bounding sphere by using the radius of the given bounding sphere.Arguments
- BoundSphere bs - Bounding sphere.
void ExpandRadius ( BoundBox bb ) #
Expands the radius of the bounding sphere by using the max and min points of the given bounding box.Arguments
- BoundBox bb - Bounding box.
bool Inside ( vec3 point ) #
Checks if the given point is inside the current bounding sphere.Arguments
- vec3 point - Point coordinates.
Return value
true if the given point is inside the bounding sphere; otherwise, false.bool Inside ( vec3 point, float radius ) #
Checks if the sphere defined by the arguments is inside the bounding sphere.Arguments
- vec3 point - Center of the sphere.
- float radius - Radius of the sphere.
Return value
true if the sphere is inside the bounding sphere; otherwise, false.bool Inside ( vec3 min, vec3 max ) #
Checks if the box is inside the bounding sphere.Arguments
Return value
true if the box is inside the bounding sphere; otherwise, false.bool InsideValid ( vec3 point ) #
Checks if the given point is inside the current bounding sphere.The method doesn't check if the current bounding sphere is valid.
Arguments
- vec3 point - Point coordinates.
Return value
true if the given point is inside the bounding sphere; otherwise, false.bool InsideValid ( vec3 point, float radius ) #
Checks if the sphere specified in the argument is inside the current bounding sphere.The method doesn't check if the current bounding sphere is valid.
Arguments
- vec3 point - Cente of the sphere.
- float radius - Radius of the sphere.
Return value
true if the sphere is inside the bounding sphere; otherwise, false.bool InsideValid ( vec3 min, vec3 max ) #
Checks if the box specified in the argument is inside the current bounding sphere.The method doesn't check if the current bounding sphere is valid.
Arguments
- vec3 min - Minimum coordinates of the box (lower limit).
- vec3 max - Maximum coordinates of the box (upper limit).
Return value
true if the box is inside the bounding sphere; otherwise, false.bool Inside ( BoundSphere bs ) #
Checks if the bounding sphere specified in the argument is inside the current bounding sphere.Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding sphere; otherwise, false.bool Inside ( BoundBox bb ) #
Checks if the bounding box specified in the argument is inside the current bounding sphere.Arguments
- BoundBox bb - Bounding box.
Return value
true if the bounding box is inside the bounding sphere; otherwise, false.bool InsideValid ( BoundSphere bs ) #
Checks if the bounding sphere specified in the argument is inside the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding sphere; otherwise, false.bool InsideValid ( BoundBox bb ) #
Checks if the bounding box specified in the argument is inside the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
- BoundBox bb - Bounding box.
Return value
true if the bounding box is inside the bounding sphere; otherwise, false.bool InsideAll ( BoundSphere bs ) #
Checks if the whole specified bounding sphere is inside the current bounding sphere.Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding sphere; otherwise, false.bool InsideAll ( BoundBox bb ) #
Checks if the whole specified bounding box is inside the current bounding sphere.Arguments
- BoundBox bb - Bounding box.
Return value
true if the whole bounding box is inside the bounding sphere; otherwise, false.bool InsideAllValid ( BoundSphere bs ) #
Checks if the whole bounding sphere specified in the argument is completely inside the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
- BoundSphere bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding sphere; otherwise, false.bool InsideAllValid ( BoundBox bb ) #
Checks if the whole bounding box specified in the argument is completely inside the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
- BoundBox bb - Bounding box.
Return value
true if the whole bounding box is inside the bounding sphere; otherwise, false.bool RayIntersection ( vec3 point, vec3 direction ) #
Checks for an intersection between a ray and the current bound.Arguments
Return value
true if an intersection has occurred; otherwise, false.bool GetIntersection ( vec3 p0, vec3 p1 ) #
Checks for an intersection of a line with the current bounding sphere.Arguments
Return value
true if an intersection has occurred; otherwise, false.bool RayIntersectionValid ( vec3 point, vec3 direction ) #
Checks for an intersection between a ray and the current bound.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
Return value
true if an intersection has occurred; otherwise, false.bool GetIntersectionValid ( vec3 p0, vec3 p1 ) #
Checks for an intersection of a line with the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
Return value
true if an intersection has occurred; otherwise, false.float Distance ( ) #
Returns the distance from the origin of coordinates to the closest point of the current bounding sphere.Return value
Distance from the origin, in units.float Distance ( vec3 point ) #
Returns the distance from the given point to the closest point of the current bounding sphere.Arguments
- vec3 point - Coordinates of the point.
Return value
Distance from the point, in units.float DistanceValid ( ) #
Returns the distance from the origin of coordinates to the closest point of the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Return value
Distance from the origin, in units.float DistanceValid ( vec3 point ) #
Returns the distance from the given point to the closest point of the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
- vec3 point - Coordinates of the point.
Return value
Distance from the origin, in units.bool IsCameraVisible ( vec3 camera, float min_distance, float max_distance ) #
Checks if the bounding sphere is within the camera visibility distance.Arguments
- vec3 camera - Camera position.
- float min_distance - Minimum visibility distance, in units.
- float max_distance - Maximum visibility distance, in units.
Return value
true if the bounding sphere is within the camera visibility distance; otherwise, false.Last update:
14.12.2022
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