Unigine::WorldBoundSphere Struct
Header: | #include <UnigineMathLibBounds.h> |
This structure serves to construct the bounding sphere in double precision coordinates.
By using this structure you can easily find the common bounding sphere for several objects by expanding the bounding sphere.
WorldBoundSphere Class
Members
static WorldBoundSpherePtr create ( ) #
Constructor. Creates an empty bounding sphere.WorldBoundSphere ( double x, double y, double z, double radius ) #
Constructor. Initialization by the coordinates of the center and radius of the bounding sphere.Arguments
- double x - X-coordinate of the center of the bounding sphere.
- double y - Y-coordinate of the center of the bounding sphere.
- double z - Z-coordinate of the center of the bounding sphere.
- double radius - Radius of the bounding sphere.
WorldBoundSphere ( Math::Vec3 & center, Math::Scalar radius ) #
Constructor. Initializes bounding sphere by the center and radius of the bounding sphere.Arguments
- Math::Vec3 & center - The bounding sphere center.
- Math::Scalar radius - The bounding sphere radius.
WorldBoundSphere ( const dvec3 * points, int num_points, bool optimal ) #
Constructor. Initialization by the vector of points.Arguments
- const dvec3 * points - Vector of points.
- int num_points - Number of points in the vector.
- bool optimal - Flag defining if the optimal sphere should be used. If false, the sphere will be expanded to include all given points.
WorldBoundSphere ( const WorldBoundSphere & bs ) #
Constructor. Initializes by given bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
WorldBoundSphere ( const WorldBoundSphere & bs, const Math::Mat4 & transform ) #
Initialization by the bounding sphere and setting the given transformation matrix to the new bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
- const Math::Mat4 & transform - Transformation matrix.
WorldBoundSphere ( const BoundSphere & bs ) #
Constructor. Initializes by given bounding sphere.Arguments
- const BoundSphere & bs - The bounding sphere.
WorldBoundSphere ( const BoundSphere & bs, const Math::Mat4 & transform ) #
Initialization by the bounding sphere and setting the given transformation matrix to the new bounding sphere.Arguments
- const BoundSphere & bs - The bounding sphere.
- const Math::Mat4 & transform - Transformation matrix.
WorldBoundSphere ( const WorldBoundBox & bb ) #
Constructor. Initializes by given bounding box.Arguments
- const WorldBoundBox & bb - The bounding box.
WorldBoundSphere & operator= ( const WorldBoundSphere & bs ) #
Assignment operator for the bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
void clear ( ) #
Clears the bounding sphere.void setCenter ( const dvec3 & center ) #
Sets the specified coordinates for the center of the bounding sphere.Arguments
- const dvec3 & center - Coordinates of the center of the bounding sphere.
void set ( const Math::Vec3 & center, Math::Scalar radius ) #
Sets the bounding sphere by its center and radius.Arguments
- const Math::Vec3 & center - The bounding sphere center.
- Math::Scalar radius - The bounding sphere radius.
void set ( double x_, double y_, double z_, double radius_ ) #
Sets the bounding sphere by the specified coordinates of the center and radius.Arguments
- double x_ - X-coordinate of the center of the bounding sphere.
- double y_ - Y-coordinate of the center of the bounding sphere.
- double z_ - Z-coordinate of the center of the bounding sphere.
- double radius_ - Radius of the bounding sphere.
void set ( const Math::Vec3 * points, int num_points, bool optimal ) #
Set the bounding sphere by a vector of points.Arguments
- const Math::Vec3 * points - Vector of points.
- int num_points - Number of points in the vector.
- 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 ( const WorldBoundSphere & bs ) #
Sets the bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
void set ( const WorldBoundSphere & bs, const Math::Mat4 & transform ) #
Sets the bounding sphere by a bounding sphere with a transformation matrix taken into account.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
- const Math::Mat4 & transform - Transformation matrix.
void set ( const BoundSphere & bs ) #
Sets the bounding sphere.Arguments
- const BoundSphere & bs - The bounding sphere.
void set ( const BoundSphere & bs, const Math::Mat4 & transform ) #
Sets the bounding sphere by a bounding sphere with a transformation matrix taken into account.Arguments
- const BoundSphere & bs - The bounding sphere.
- const Math::Mat4 & transform - Transformation matrix.
void set ( const WorldBoundBox & bb ) #
Sets the bounding sphere by the bounding box.Arguments
- const WorldBoundBox & bb - The bounding box.
bool isValid ( ) const#
Checks the bounding sphere status.Return value
true if the bounding sphere radius has a positive value.void setTransform ( const Math::Mat4 & transform ) #
Sets the given transformation matrix for the bounding sphere.Arguments
- const Math::Mat4 & transform - Transformation matrix.
int compare ( const WorldBoundSphere & bs ) #
Compares the bounding sphere with the given one. The degree of precision is equal to 1.0e-6f.Arguments
- const WorldBoundSphere & bs - The bounding sphere to compare with.
Return value
1 if the radii and the centers of both bounding spheres are equal; otherwise, 0.int operator== ( const WorldBoundSphere & bs ) const#
Compares the bounding sphere with the given one according to the degree of precision equal to 1.0e-6f.Arguments
- const WorldBoundSphere & bs - The bounding sphere to compare with.
Return value
1 if the radii and the centers of both bounding spheres are equal; otherwise, 0.int operator!= ( const WorldBoundSphere & bs ) const#
Bounding spheres not equal comparison operator.Arguments
- const WorldBoundSphere & bs - The bounding sphere to compare with.
Return value
1 if the radii and the centers of both bounding spheres are not equal; otherwise, 0.void expand ( const Math::Vec3 & point ) #
Expands the current bounding sphere for including given point.Arguments
- const Math::Vec3 & point - Point coordinates.
void expand ( const Math::Vec3 * points, int num_points ) #
Expands the current bounding sphere for including all points in the vector.Arguments
- const Math::Vec3 * points - Vector of points.
- int num_points - Number of points.
void expand ( const WorldBoundSphere & bs ) #
Expands the current bounding sphere for including given bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
void expand ( const WorldBoundBox & bb ) #
Expands the current bounding sphere for including given bounding box.Arguments
- const WorldBoundBox & bb - The bounding box.
void expandRadius ( const Math::Vec3 & point ) #
Expands the radius of the bounding sphere.Expands the radius of the bounding sphere.float r = length(center - point);
if (center.w < r)
radius = r;
Arguments
- const Math::Vec3 & point - Point coordinates setting the end point of radius.
void expandRadius ( const Math::Vec3 * points, int num_points ) #
Expands the radius of the current bounding sphere for including all points in the vector.Arguments
- const Math::Vec3 * points - Vector of points.
- int num_points - Number of points.
void expandRadius ( const WorldBoundSphere & bs ) #
Expands the radius of the bounding sphere by using the radius of the given bounding sphere.double r = length(bs.center - center) + bs.radius;
if (radius < r)
radius = r;
Arguments
- const WorldBoundSphere & bs - Bounding sphere.
void expandRadius ( const BoundBox & bb ) #
Expands the radius of the bounding sphere by using the max and min points of the given bounding box.Arguments
- const BoundBox & bb - Bounding box.
int inside ( const Math::Vec3 & point ) const#
Checks if the given point is inside the current bounding sphere.Arguments
- const Math::Vec3 & point - Point coordinates.
Return value
1 if the given point is inside the bounding sphere; otherwise, 0.int inside ( const Math::Vec3 & point, Math::Scalar radius ) const#
Checks if the sphere is inside the bounding sphere.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 sphere; otherwise, 0.int inside ( const Math::Vec3 & min, const Math::Vec3 & max ) const#
Checks if the box is inside the bounding sphere.Arguments
- const Math::Vec3 & min - The box minimum coordinates.
- const Math::Vec3 & max - The box maximum coordinates.
Return value
1 if the box is inside the bounding sphere; otherwise, 0.int inside ( const WorldBoundSphere & bs ) const#
Checks if the specified bounding sphere is inside the current bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the specified bounding sphere is inside the current bounding sphere; otherwise, 0.int inside ( const WorldBoundBox & bb ) const#
Checks if the bounding box is inside the bounding sphere.Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the bounding box is inside the bounding sphere; otherwise, 0.int insideValid ( const Math::Vec3 & point ) const#
Checks if the given point is inside the current bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const Math::Vec3 & point - Point.
Return value
1 if the given point is inside the bounding sphere; otherwise, 0.int insideValid ( const Math::Vec3 & point, Math::Scalar radius ) const#
Checks if the given sphere is inside the current bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const Math::Vec3 & point - Cente of the sphere.
- Math::Scalar radius - Radius of the sphere.
Return value
1 if the sphere is inside the bounding sphere; otherwise, 0.int insideValid ( const Math::Vec3 & min, const Math::Vec3 & max ) const#
Checks if the box is inside the bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const Math::Vec3 & min - The box minimum coordinates.
- const Math::Vec3 & max - The box maximum coordinates.
Return value
1 if the box is inside the bounding sphere; otherwise, 0.int insideValid ( const WorldBoundSphere & bs ) const#
Checks if the bounding sphere is inside the bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the bounding sphere is inside the bounding sphere; otherwise, 0.int insideValid ( const WorldBoundBox & bb ) const#
Checks if the bounding box is inside the bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the bounding box is inside the bounding sphere; otherwise, 0.int insideAll ( const WorldBoundSphere & bs ) const#
Checks if the whole specified bounding sphere is inside the current bounding sphere.Arguments
- const WorldBoundSphere & bs - The bounding sphere.
Return value
1 if the whole specified sphere is inside the current bounding sphere; otherwise, 0.int insideAll ( const WorldBoundBox & bb ) const#
Checks if the whole bounding box is inside the bounding sphere.Arguments
- const WorldBoundBox & bb - The bounding box.
Return value
1 if the whole box is inside the bounding sphere; otherwise, 0.int insideAllValid ( const WorldBoundSphere & bs ) const#
Checks if the whole given bounding sphere is inside the current bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const WorldBoundSphere & bs - Bounding sphere.
Return value
1 if the whole bounding sphere is inside the bounding sphere; otherwise, 0.int insideAllValid ( const WorldBoundBox & bb ) const#
Checks if the whole given bounding box is inside the current bounding sphere.The method doesn't check if the bounding sphere is valid (has a positive radius).
Arguments
- const WorldBoundBox & bb - Bounding box.
Return value
1 if the whole bounding box is inside the bounding sphere; otherwise, 0.bool rayIntersection ( const Math::Vec3 & point, const Math::Vec3 & direction ) const#
Checks for an intersection of a ray with the current bounding sphere.Arguments
- const Math::Vec3 & point - The starting point of the ray.
- const Math::Vec3 & direction - The direction vector of the ray.
Return value
true if an intersection has occurred; otherwise, false.bool getIntersection ( const Math::Vec3 & p0, const Math::Vec3 & p1 ) const#
Checks for an intersection of a line with the current bounding sphere.Arguments
- const Math::Vec3 & p0 - The starting point of the line.
- const Math::Vec3 & p1 - The ending point of the line.
Return value
true if an intersection has occurred; otherwise, false.bool rayIntersectionValid ( const Math::Vec3 & point, const Math::Vec3 & direction ) const#
Checks for an intersection of a ray with the current bounding sphere.This method doesn't check if the current bounding sphere is valid (has a positive radius).
Arguments
- const Math::Vec3 & point - The starting point of the ray.
- const Math::Vec3 & direction - The direction vector of the ray.
Return value
true if an intersection has occurred; otherwise, false.bool getIntersectionValid ( const Math::Vec3 & p0, const Math::Vec3 & p1 ) const#
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
- const Math::Vec3 & p0 - The starting point of the line.
- const Math::Vec3 & p1 - The ending point of the line.
Return value
true if an intersection has occurred; otherwise, false.Math::Scalar distance ( ) const#
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.Math::Scalar distance ( const Math::Vec3 & point ) const#
Returns the distance from the given point to the closest point of the current bounding sphere.Arguments
- const Math::Vec3 & point - Coordinates of the point.
Return value
Distance from the point, in units.Math::Scalar distanceValid ( ) const#
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.Math::Scalar distanceValid ( const Math::Vec3 & point ) const#
Returns the distance from the given point to the closest point of the current bounding sphere.Arguments
- const Math::Vec3 & point - Point
Return value
Distance from the point, in units.bool isCameraVisible ( const Math::Vec3 & camera, Math::Scalar min_distance, Math::Scalar max_distance ) const#
Returns a value indicating if the bounding sphere is within the camera visibility distance.Arguments
- const Math::Vec3 & camera - Coordinates of the camera position.
- Math::Scalar min_distance - Minimum visibility distance, in meters.
- Math::Scalar max_distance - Maximum visibility distance, in meters.
Return value
true if the bounding sphere is within the camera visibility distance; otherwise, false.WorldBoundSphere operator* ( const dmat4 & m, const WorldBoundSphere & bs ) #
Returns the bounding sphere with the specified transformation matrix applied.Arguments
- const dmat4 & m - Transform matrix.
- const WorldBoundSphere & bs - The bounding sphere.
Return value
The bounding sphere with the specified transform.Last update:
13.12.2024
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