Unigine.BoundSphere Struct
The functions listed below are the members of the Unigine.MathLib namespace.
This structure serves to construct the bounding sphere in single precision coordinates.
Instances of this structure are deleted automatically, when necessary.
In case of double precision coordinates, the bounding sphere should be constructed by using the WorldBoundSphere structure. It includes the same functions as the BoundSphere structure, but its functions deal with the double precision coordinates.
To support both single and double precision builds, you can use the WorldBoundSphere structure only. The engine will automatically substitute it with the BoundSphere, if required.
BoundSphere Class
Members
BoundSphere ( vec3 center, float radius ) #
Constructor. Initialization by the center and radius of the bounding sphere.Arguments
- vec3 center - The bounding sphere center.
- float radius - The bounding sphere radius.
BoundSphere ( vec3[] points, bool optimal ) #
Constructor. Initialization by the array of points.Arguments
- vec3[] points - Array of points.
- bool optimal - Flag defining if the optimal sphere should be used. If false, the sphere will be expanded to include all given points.
BoundSphere ( BoundSphere bs ) #
Constructor. Initialization by the bounding sphere.Arguments
- BoundSphere bs - The bounding sphere.
BoundSphere ( BoundSphere bs, mat4 transform ) #
Constructor. Initialization by the bounding sphere and setting the given transformation matrix to the new bounding sphere.Arguments
- BoundSphere bs - The bounding sphere.
- mat4 transform - Transformation matrix.
BoundSphere ( BoundSphere bs, dmat4 transform ) #
Constructor. Initialization by the bounding sphere and setting the given transformation matrix to the new bounding sphere.Arguments
- BoundSphere bs - The bounding sphere.
- dmat4 transform - Transformation matrix.
BoundSphere ( BoundBox bb ) #
Constructor. Initialization by the bounding box.Arguments
- BoundBox bb - The bounding box.
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 ) #
Returns a value indicating 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:
13.12.2024
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