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.
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.
#pragma once
#include <UnigineComponentSystem.h>
class FrustumChecker :
public Unigine::ComponentBase
{
public:
COMPONENT_DEFINE(FrustumChecker, Unigine::ComponentBase);
COMPONENT_UPDATE(update);
private:
void update();
};
#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
- 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
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).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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 (assuming that the current bound coordinates are valid).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:
23.06.2023
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