This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Программирование
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 Class

Header:#include <UnigineBounds.h>

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

WorldBoundFrustum Class

Members


WorldBoundFrustum()

Default constructor.

WorldBoundFrustum(const mat4 & projection, const dmat4 & modelview)

Constructor. Initializes the bounding frustum by given matrices.

Arguments

  • const mat4 & projection - A projection matrix.
  • const dmat4 & modelview - A modelview matrix.

WorldBoundFrustum(const WorldBoundFrustum & bf)

Constructor. Initializes by given bounding frustum.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.

WorldBoundFrustum(const WorldBoundFrustum & bf, const dmat4 & itransform)

Constructor. Initializes by given bounding frustum and transformation matrix.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.
  • const dmat4 & itransform - The inverse transformation matrix.

void set(const mat4 & projection, const dmat4 & modelview)

Sets the bounding frustum by given matrices.

Arguments

  • const mat4 & projection - A projection matrix.
  • const dmat4 & 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 WorldBoundFrustum & bf, const dmat4 & itransform)

Sets the bounding frustum by given bounding frustum and transformation matrix.

Arguments

  • const WorldBoundFrustum & bf - The bounding frustum.
  • const dmat4 & itransform - The inverse transformation matrix.

dvec3 getCamera()

Returns the position of the camera.

Return value

Camera position.

const dmat4 & getModelview()

Gets the bounding frustum modelview matrix.

Return value

The bounding frustum modelview matrix.

const dvec4 * getPlanes()

Gets the bounding frustum cliping planes array.

Return value

The bounding frustum cliping planes array.

const dmat4 & getProjection()

Gets the bounding frustum modelview matrix.

Return value

The bounding frustum projection matrix.

int isValid()

Checks the bounding frustum status.

Return value

1 if the bounding frustum is valid.

void clear()

Clears the bounding frustum.

int inside(const dvec3 & point, double radius)

Checks if the sphere is inside the bounding frustum.

Arguments

  • const dvec3 & point - The coordinates of the center of the sphere.
  • double radius - The sphere radius.

Return value

1 if the sphere is inside the bounding frustum; otherwise, 0.

int inside(const dvec3 & min, const dvec3 & max)

Checks if the box is inside the bounding frustum.

Arguments

  • const dvec3 & min - The box minimum coordinate.
  • const dvec3 & max - The box maximum coordinate.

Return value

1 if the box is inside the bounding frustum; otherwise, 0.

int inside(const WorldBoundBox & bb)

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)

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 insideAll(const WorldBoundBox & bb)

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)

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.

~BoundFrustum()

Destructor.
Last update: 10.08.2018
Build: ()