Unigine.WorldBoundSphere Struct
The functions listed below are the members of the Unigine.MathLib namespace.
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
WorldBoundSphere ( dvec3 center, double radius ) #
Constructor. Initialization by the center and radius of the bounding sphere.Arguments
- dvec3 center - The bounding sphere center.
- double radius - The bounding sphere radius.
WorldBoundSphere ( dvec3[] points, bool optimal ) #
Constructor. Initialization by the array of points.Arguments
- dvec3[] 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.
WorldBoundSphere ( WorldBoundSphere bs ) #
Constructor. Initialization by the bounding sphere.Arguments
- WorldBoundSphere bs - The bounding sphere.
WorldBoundSphere ( WorldBoundSphere bs, mat4 transform ) #
Constructor. Initialization by the bounding sphere and setting the given transformation matrix to the new bounding sphere.Arguments
- WorldBoundSphere bs - The bounding sphere.
- mat4 transform - Transformation matrix.
WorldBoundSphere ( WorldBoundSphere bs, dmat4 transform ) #
Constructor. Initialization by the bounding sphere and setting the given transformation matrix to the new bounding sphere.Arguments
- WorldBoundSphere bs - The bounding sphere.
- dmat4 transform - Transformation matrix.
WorldBoundSphere ( WorldBoundBox bb ) #
Constructor. Initialization by the bounding box.Arguments
- WorldBoundBox bb - The bounding box.
WorldBoundSphere ( BoundSphere bs ) #
Constructor. Initialization by the single-precision bounding sphere.Arguments
- BoundSphere bs - The bounding sphere.
void Set ( BoundSphere bs ) #
Sets the value using the specified argument.Arguments
- BoundSphere bs - Bounding sphere.
WorldBoundSphere operator* ( dmat4 m, WorldBoundSphere bs ) #
Multiplies the matrix by the bounding sphere and returns the resulting bounding sphere.Arguments
- dmat4 m - Matrix.
- WorldBoundSphere bs - Bounding sphere.
Return value
Resulting bounding sphere.void Set ( dvec3 center, double radius ) #
Sets the bounding sphere using the specified argument(s).Arguments
- dvec3 center - The bounding sphere center.
- double radius - The bounding sphere radius.
void Set ( dvec3[] points, bool optimal ) #
Sets the bounding sphere using the specified arguments.Arguments
- dvec3[] 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 ( WorldBoundSphere bs ) #
Sets the bounding sphere using the specified arguments.Arguments
- WorldBoundSphere bs - Bounding sphere.
void Set ( WorldBoundSphere bs, dmat4 transform ) #
Sets the bounding sphere using the specified arguments.Arguments
- WorldBoundSphere bs - Bounding sphere.
- dmat4 transform - Transformation matrix (dmat4) to be set.
void Set ( WorldBoundBox bb ) #
Sets the bounding sphere by the bounding box.Arguments
- WorldBoundBox bb - Bounding box.
void Clear ( ) #
Clears the bounding sphere by setting all components/elements to 0.bool Equals ( WorldBoundSphere other ) #
Checks if the bounding sphere and the specified argument are equal considering the predefined accuracy (epsilon).Arguments
- WorldBoundSphere 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 ( WorldBoundSphere other, double epsilon ) #
Checks if the bounding sphere and the specified argument represent the same value with regard to the specified accuracy (epsilon).Arguments
- WorldBoundSphere other - Bounding sphere to be checked for equality.
- double 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 ( dmat4 transform ) #
Sets the given transformation matrix to bounding sphere.Arguments
- dmat4 transform - Transformation matrix (dmat4) to be set.
void Expand ( dvec3 point ) #
Expands the current bounding sphere to include the given point.Arguments
- dvec3 point - Coordinates of the point.
void Expand ( dvec3[] points ) #
Expands the current bounding sphere for including all points in the array.Arguments
- dvec3[] 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 ( WorldBoundBox bb ) #
Expands the current bounding sphere to include the given bounding box.Arguments
- WorldBoundBox bb - Bounding box to be included.
void ExpandRadius ( dvec3 point ) #
Expands the radius of the bounding sphere.Arguments
- dvec3 point - Point coordinates setting the end point of radius.
void ExpandRadius ( dvec3[] points ) #
Expands the radius of the current bounding sphere for including all points of the array.Arguments
- dvec3[] points - Array of points.
void ExpandRadius ( WorldBoundSphere bs ) #
Expands the radius of the bounding sphere by using the radius of the given bounding sphere.Arguments
- WorldBoundSphere bs - Bounding sphere.
void ExpandRadius ( WorldBoundBox bb ) #
Expands the radius of the bounding sphere by using the max and min points of the given bounding box.Arguments
- WorldBoundBox bb - Bounding box.
bool Inside ( dvec3 point ) #
Checks if the given point is inside the current bounding sphere.Arguments
- dvec3 point - Point coordinates.
Return value
true if the given point is inside the bounding sphere; otherwise, false.bool Inside ( dvec3 point, double radius ) #
Checks if the sphere defined by the arguments is inside the bounding sphere.Arguments
- dvec3 point - Center of the sphere.
- double radius - Radius of the sphere.
Return value
true if the sphere is inside the bounding sphere; otherwise, false.bool Inside ( dvec3 min, dvec3 max ) #
Checks if the box specified by the arguments is inside the bounding sphere.Arguments
- dvec3 min - Minimum coordinates of the box (lower limit).
- dvec3 max - Maximum coordinates of the box (upper limit).
Return value
true if the box is inside the bounding sphere; otherwise, false.bool InsideValid ( dvec3 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
- dvec3 point - Point coordinates.
Return value
true if the given point is inside the bounding sphere; otherwise, false.bool InsideValid ( dvec3 point, double 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
- dvec3 point - Cente of the sphere.
- double radius - Radius of the sphere.
Return value
true if the sphere is inside the bounding sphere; otherwise, false.bool InsideValid ( dvec3 min, dvec3 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
- dvec3 min - Minimum coordinates of the box (lower limit).
- dvec3 max - Maximum coordinates of the box (upper limit).
Return value
true if the box is inside the bounding sphere; otherwise, false.bool Inside ( WorldBoundSphere bs ) #
Checks if the bounding sphere specified in the argument is inside the current bounding sphere.Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding sphere; otherwise, false.bool Inside ( WorldBoundBox bb ) #
Checks if the bounding box specified in the argument is inside the current bounding sphere.Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the bounding box is inside the bounding sphere; otherwise, false.bool InsideValid ( WorldBoundSphere 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
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding sphere; otherwise, false.bool InsideValid ( WorldBoundBox 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
- WorldBoundBox bb - Bounding box.
Return value
true if the bounding box is inside the bounding sphere; otherwise, false.bool InsideAll ( WorldBoundSphere bs ) #
Checks if the whole specified bounding sphere is inside the current bounding sphere.Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding sphere; otherwise, false.bool InsideAll ( WorldBoundBox bb ) #
Checks if the whole specified bounding box is inside the current bounding sphere.Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the whole bounding box is inside the bounding sphere; otherwise, false.bool InsideAllValid ( WorldBoundSphere 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
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding sphere; otherwise, false.bool InsideAllValid ( WorldBoundBox 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
- WorldBoundBox bb - Bounding box.
Return value
true if the whole bounding box is inside the bounding sphere; otherwise, false.bool RayIntersection ( dvec3 point, dvec3 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 ( dvec3 p0, dvec3 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 ( dvec3 point, dvec3 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 ( dvec3 p0, dvec3 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.double 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.double Distance ( dvec3 point ) #
Returns the distance from the given point to the closest point of the current bounding sphere.Arguments
- dvec3 point - Coordinates of the point.
Return value
Distance from the point, in units.double 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.double DistanceValid ( dvec3 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
- dvec3 point - Coordinates of the point.
Return value
Distance from the origin, in units.bool IsCameraVisible ( dvec3 camera, double min_distance, double max_distance ) #
Returns a value indicating if the bounding sphere is within the camera visibility distance.Arguments
- dvec3 camera - Camera position.
- double min_distance - Minimum visibility distance, in units.
- double max_distance - Maximum visibility distance, in units.
Return value
true if the bounding sphere is within the camera visibility distance; otherwise, false.Last update:
2024-09-18
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