Unigine.WorldBoundFrustum Struct
WorldBoundFrustum Class
Members
void Set ( mat4 projection, dmat4 modelview ) #
Sets the bounding frustum by the projection and modelview matrices.Arguments
void Set ( WorldBoundFrustum bf ) #
Sets the bounding frustum using the specified argument.Arguments
- WorldBoundFrustum bf - Bounding frustum.
void Set ( BoundFrustum bf ) #
Sets the bounding frustum using the specified argument.Arguments
- BoundFrustum bf - Bounding frustum.
void Set ( WorldBoundFrustum bf, dmat4 itransform ) #
Sets the bounding frustum using the specified arguments.Arguments
- WorldBoundFrustum bf - Bounding frustum.
- dmat4 itransform - The inverse transformation matrix.
void Set ( BoundFrustum bf, dmat4 itransform ) #
Sets the bounding frustum using the specified arguments.Arguments
- BoundFrustum bf - Bounding frustum.
- dmat4 itransform - The inverse transformation matrix.
void Clear ( ) #
Clears the bounding frustum by setting all components/elements to 0.bool Equals ( WorldBoundFrustum other ) #
Checks if the current bounding frustum and the specified argument are equal considering the predefined accuracy (epsilon).Arguments
- WorldBoundFrustum other - Value to be checked for equality.
Return value
true if the current bounding frustum is equal to the given one; otherwise, false.bool EqualsNearly ( WorldBoundFrustum other, double epsilon ) #
Checks if the current bounding frustum and the specified argument represent the same value with regard to the specified accuracy (epsilon).Arguments
- WorldBoundFrustum other - Value to be checked for equality.
- double epsilon - Epsilon value, that determines accuracy of comparison.
Return value
true if the current bounding frustum is equal to the given one; otherwise, false.bool Equals ( object obj ) #
Checks if the current bounding frustum and the specified argument are equal considering the predefined accuracy (epsilon).Arguments
- object obj - Object.
Return value
true if the current bounding frustum is equal to the given object; otherwise, false.int GetHashCode ( ) #
Returns a hash code for the current bounding frustum. Serves as the default hash function.Return value
Hash code.void SetITransform ( dmat4 itransform ) #
Sets the transformation matrix by an inverse transformation matrix.Arguments
- dmat4 itransform - The inverse transformation matrix.
void SetTransform ( dmat4 transform ) #
Sets the transformation matrix.Arguments
- dmat4 transform - Transformation matrix (dmat4) to be set.
WorldBoundFrustum operator* ( dmat4 m, WorldBoundFrustum bf ) #
Multiplies the matrix by the bounding frustum and returns the resulting bounding frustum.Arguments
- dmat4 m - Matrix.
- WorldBoundFrustum bf - Bounding frustum.
Return value
Resulting bounding frustum.void Expand ( double radius ) #
Expands the current bounding frustum by the given radius.Arguments
- double radius - Radius.
bool Inside ( dvec3 point ) #
Checks if the point is inside the bounding frustum.Arguments
- dvec3 point - The coordinates of the point.
Return value
true if the point is inside the bounding frustum; otherwise, false.bool Inside ( dvec3 point, double radius ) #
Checks if the sphere is inside the bounding frustum.Arguments
- dvec3 point - The coordinates of the center of the sphere.
- double radius - The sphere radius.
Return value
true if the sphere is inside the bounding frustum; otherwise, false.bool Inside ( dvec3 p_min, dvec3 p_max ) #
Checks if the box is inside the bounding frustum.Arguments
Return value
true if the box is inside the bounding frustum; otherwise, false.bool Inside ( dvec3[] points ) #
Checks if the bound specified in the argument is inside the current bound.Arguments
- dvec3[] points - Array of points.
Return value
true if the points are inside the bounding frustum; otherwise, false.bool InsideFast ( dvec3 point ) #
Performs a fast check if the point is inside the bounding frustum.Arguments
- dvec3 point - Point coordinates.
Return value
true if the point is inside the bounding frustum; otherwise, false.bool InsideFast ( dvec3 point, double radius ) #
Performs a fast check if the sphere is inside the bounding frustum.Arguments
- dvec3 point - Center point.
- double radius - Radius.
Return value
true if the sphere is inside the bounding frustum; otherwise, false.bool InsideFast ( dvec3 p_min, dvec3 p_max ) #
Performs a fast check if the box is inside the bounding frustum.Arguments
Return value
true if the box is inside the bounding frustum; otherwise, false.bool InsideFast ( dvec3[] points ) #
Performs a fast check if the set of points is inside the bounding frustum.Arguments
- dvec3[] points - Vector of points.
Return value
true if the point is inside the bounding frustum; otherwise, false.bool Inside ( WorldBoundSphere bs ) #
Checks if the bounding sphere is inside the bounding frustum.Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the bounding sphere is inside the bounding frustum; otherwise, false.bool Inside ( WorldBoundBox bb ) #
Checks if the bounding box is inside the bounding frustum.Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the bounding box is inside the bounding frustum; otherwise, false.bool Inside ( WorldBoundFrustum bf ) #
Checks if the specified bounding frustum is inside the current bounding frustum.Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the specified bounding frustum is inside the bounding frustum; otherwise, false.bool InsideValid ( WorldBoundSphere bs ) #
Checks if the given bounding sphere is inside the bounding frustum.The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideValid ( WorldBoundBox bb ) #
Checks if the given bounding box is inside the bounding frustum.The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideValid ( WorldBoundFrustum bf ) #
Checks if the given bounding frustum is inside the current bounding frustum.The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsideValidFast ( WorldBoundSphere bs ) #
Performs a fast check if the given bounding sphere is inside the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideValidFast ( WorldBoundBox bb ) #
Performs a fast check if the given bounding box is inside the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideValidFast ( WorldBoundFrustum bf ) #
Performs a fast check if the given bounding frustum is inside the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsideAll ( WorldBoundSphere bs ) #
Checks if the whole given bounding sphere is inside the current bounding frustum.Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the whole bounding sphere is inside the bounding frustum; otherwise, false.bool InsideAll ( WorldBoundBox bb ) #
Checks if the whole given bounding box is inside the current bounding frustum.Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the whole bounding box is inside the bounding frustum; otherwise, false.bool InsideAll ( WorldBoundFrustum bf ) #
Checks if the whole specified bounding frustum is inside the current bounding frustum.Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the whole specified bounding frustum is inside the current bounding frustum; otherwise, false.bool InsideAllValid ( WorldBoundSphere bs ) #
Checks if the whole given bounding sphere is inside the current bounding frustum.The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideAllValid ( WorldBoundBox bb ) #
Checks if the whole given bounding box is inside the current bounding frustum.The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideAllValid ( WorldBoundFrustum bf ) #
Checks if the whole given bounding frustum is inside the current bounding frustum.The method doesn't check if the minimum and maximum coordinates of the current bound are valid.
Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsideAllValidFast ( WorldBoundSphere bs ) #
Performs a fast check if the whole given bounding sphere is inside the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the bounding frustum; otherwise, false.bool InsideAllValidFast ( WorldBoundBox bb ) #
Performs a fast check if the whole given bounding box is inside the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the bounding frustum; otherwise, false.bool InsideAllValidFast ( WorldBoundFrustum bf ) #
Performs a fast check if the whole given bounding frustum is inside the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the bounding frustum; otherwise, false.bool InsidePlanes ( WorldBoundSphere bs ) #
Checks if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum.Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the volume; otherwise, false.bool InsidePlanes ( WorldBoundBox bb ) #
Checks if the given bounding box is inside the volume defined by the planes of the current bounding frustum.Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the volume; otherwise, false.bool InsidePlanes ( WorldBoundFrustum bf ) #
Checks if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the volume; otherwise, false.bool InsidePlanesValid ( WorldBoundSphere bs ) #
Checks if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the volume; otherwise, false.bool InsidePlanesValid ( WorldBoundBox bb ) #
Checks if the given bounding box is inside the volume defined by the planes of the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the volume; otherwise, false.bool InsidePlanesValid ( WorldBoundFrustum bf ) #
Checks if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the volume; otherwise, false.bool InsidePlanesValidFast ( WorldBoundSphere bs ) #
Performs a fast check if the given bounding sphere is inside the volume defined by the planes of the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundSphere bs - Bounding sphere.
Return value
true if the given bounding sphere is inside the volume; otherwise, false.bool InsidePlanesValidFast ( WorldBoundBox bb ) #
Performs a fast check if the given bounding box is inside the volume defined by the planes of the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundBox bb - Bounding box.
Return value
true if the given bounding box is inside the volume; otherwise, false.bool InsidePlanesValidFast ( WorldBoundFrustum bf ) #
Performs a fast check if the given bounding frustum is inside the volume defined by the planes of the current bounding frustum.The method doesn't check the status of the current bound.
Arguments
- WorldBoundFrustum bf - Bounding frustum.
Return value
true if the given bounding frustum is inside the volume; otherwise, false.Last update:
10.03.2022
Помогите сделать статью лучше
Была ли эта статья полезной?
(или выберите слово/фразу и нажмите Ctrl+Enter