322 lines
18 KiB
HTML
322 lines
18 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class SG_EXPORT osg::Polytope</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<BODY BGCOLOR="#ffffff">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Polytope</A></H2></H2><BLOCKQUOTE>A Polytope class for representing convex clipping volumes made up.</BLOCKQUOTE>
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<HR>
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<DL>
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<P><DL>
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<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.114.5">Polytope</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.114.6">Polytope</A></B>(const <!1><A HREF="Polytope.html#DOC.2.114.6">Polytope</A>& cv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.114.7">Polytope</A></B>(const <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& pl)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.114.8">~Polytope</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.9">clear</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html">Polytope</A>& <B><A HREF="#DOC.2.114.10">operator = </A></B>(const <!1><A HREF="Polytope.html">Polytope</A>& cv)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.114.11">setToUnitFrustum</A></B>(bool withNear=true, bool withFar=true)
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<DD><I>Create a Polytope with is cube, centered at 0,0,0, with sides of 2 units</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.12">set</A></B>(const <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& pl)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.13">add</A></B>(const <!1><A HREF="Plane.html">osg::Plane</A>& pl)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.14">flip</A></B>()
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<DD><I>flip/reverse the orientation of all the planes</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& <B><A HREF="#DOC.2.114.15">getPlaneList</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& <B><A HREF="#DOC.2.114.16">getPlaneList</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.17">setReferenceVertexList</A></B>(<!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A>& vertices)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A>& <B><A HREF="#DOC.2.114.18">getReferenceVertexList</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A>& <B><A HREF="#DOC.2.114.19">getReferenceVertexList</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.20">setupMask</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A>& <B><A HREF="#DOC.2.114.21">getCurrentMask</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> <B><A HREF="#DOC.2.114.22">getCurrentMask</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.23">setResultMask</A></B>(<!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> mask)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> <B><A HREF="#DOC.2.114.24">getResultMask</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html#DOC.2.114.4">MaskStack</A>& <B><A HREF="#DOC.2.114.25">getMaskStack</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Polytope.html#DOC.2.114.4">MaskStack</A>& <B><A HREF="#DOC.2.114.26">getMaskStack</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.27">pushCurrentMask</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.28">popCurrentMask</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.29">contains</A></B>(const <!1><A HREF="Vec3.html">osg::Vec3</A>& v) const
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<DD><I>Check whether a vertex is contained with clipping set</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.30">contains</A></B>(const std::vector<<!1><A HREF="Vec3.html">Vec3</A>>& vertices)
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<DD><I>Check whether any part of vertex list is contained with clipping set</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.31">contains</A></B>(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>& bs)
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<DD><I>Check whether any part of a bounding sphere is contained within clipping set.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.32">contains</A></B>(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>& bb)
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<DD><I>Check whether any part of a bounding box is contained within clipping set.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.33">containsAllOf</A></B>(const std::vector<<!1><A HREF="Vec3.html">Vec3</A>>& vertices)
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<DD><I>Check whether all of vertex list is contained with clipping set</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.34">containsAllOf</A></B>(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>& bs)
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<DD><I>Check whether the entire bounding sphere is contained within clipping set</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.114.35">containsAllOf</A></B>(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>& bb)
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<DD><I>Check whether the entire bounding box is contained within clipping set</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.36">transform</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>& matrix)
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<DD><I>Transform the clipping set by matrix.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.114.37">transformProvidingInverse</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>& matrix)
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<DD><I>Transform the clipping set by provide a pre inverted matrix.</I>
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</DL></P>
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<P><DL>
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<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.114.1">ClippingMask</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector<<!1><A HREF="Plane.html">Plane</A>> <B><A HREF="#DOC.2.114.2">PlaneList</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector<<!1><A HREF="Vec3.html">Vec3</A>> <B><A HREF="#DOC.2.114.3">VertexList</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="fast_back_stack.html">fast_back_stack</A><<!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A>> <B><A HREF="#DOC.2.114.4">MaskStack</A></B>
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</DL></P>
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<P><DL>
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<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html#DOC.2.114.4">MaskStack</A> <B><A HREF="#DOC.2.114.38">_maskStack</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> <B><A HREF="#DOC.2.114.39">_resultMask</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A> <B><A HREF="#DOC.2.114.40">_planeList</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A> <B><A HREF="#DOC.2.114.41">_referenceVertexList</A></B>
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</DL></P>
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</DL>
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<A NAME="DOC.DOCU"></A>
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<HR>
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<H2>Documentation</H2>
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<BLOCKQUOTE>A Polytope class for representing convex clipping volumes made up.
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When adding planes, their normals should point inwards (into the volume) </BLOCKQUOTE>
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<DL>
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<A NAME="ClippingMask"></A>
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<A NAME="DOC.2.114.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int ClippingMask</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="PlaneList"></A>
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<A NAME="DOC.2.114.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector<<!1><A HREF="Plane.html">Plane</A>> PlaneList</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="VertexList"></A>
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<A NAME="DOC.2.114.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector<<!1><A HREF="Vec3.html">Vec3</A>> VertexList</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="MaskStack"></A>
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<A NAME="DOC.2.114.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="fast_back_stack.html">fast_back_stack</A><<!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A>> MaskStack</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Polytope"></A>
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<A NAME="DOC.2.114.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Polytope()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Polytope"></A>
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<A NAME="DOC.2.114.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Polytope(const <!1><A HREF="Polytope.html#DOC.2.114.6">Polytope</A>& cv)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="Polytope"></A>
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<A NAME="DOC.2.114.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Polytope(const <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& pl)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="~Polytope"></A>
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<A NAME="DOC.2.114.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline ~Polytope()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="clear"></A>
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<A NAME="DOC.2.114.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void clear()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="operator = "></A>
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<A NAME="DOC.2.114.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html">Polytope</A>& operator = (const <!1><A HREF="Polytope.html">Polytope</A>& cv)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setToUnitFrustum"></A>
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<A NAME="DOC.2.114.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setToUnitFrustum(bool withNear=true, bool withFar=true)</B></TT>
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<DD>Create a Polytope with is cube, centered at 0,0,0, with sides of 2 units
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<DL><DT><DD></DL><P>
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<A NAME="set"></A>
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<A NAME="DOC.2.114.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& pl)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="add"></A>
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<A NAME="DOC.2.114.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void add(const <!1><A HREF="Plane.html">osg::Plane</A>& pl)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="flip"></A>
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<A NAME="DOC.2.114.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void flip()</B></TT>
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<DD>flip/reverse the orientation of all the planes
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<DL><DT><DD></DL><P>
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<A NAME="getPlaneList"></A>
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<A NAME="DOC.2.114.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& getPlaneList()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getPlaneList"></A>
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<A NAME="DOC.2.114.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A>& getPlaneList() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setReferenceVertexList"></A>
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<A NAME="DOC.2.114.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setReferenceVertexList(<!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A>& vertices)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getReferenceVertexList"></A>
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<A NAME="DOC.2.114.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A>& getReferenceVertexList()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getReferenceVertexList"></A>
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<A NAME="DOC.2.114.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A>& getReferenceVertexList() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setupMask"></A>
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<A NAME="DOC.2.114.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setupMask()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getCurrentMask"></A>
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<A NAME="DOC.2.114.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A>& getCurrentMask()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getCurrentMask"></A>
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<A NAME="DOC.2.114.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> getCurrentMask() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="setResultMask"></A>
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<A NAME="DOC.2.114.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setResultMask(<!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> mask)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getResultMask"></A>
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<A NAME="DOC.2.114.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> getResultMask() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getMaskStack"></A>
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<A NAME="DOC.2.114.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html#DOC.2.114.4">MaskStack</A>& getMaskStack()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="getMaskStack"></A>
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<A NAME="DOC.2.114.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Polytope.html#DOC.2.114.4">MaskStack</A>& getMaskStack() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="pushCurrentMask"></A>
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<A NAME="DOC.2.114.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void pushCurrentMask()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="popCurrentMask"></A>
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<A NAME="DOC.2.114.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void popCurrentMask()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="contains"></A>
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<A NAME="DOC.2.114.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool contains(const <!1><A HREF="Vec3.html">osg::Vec3</A>& v) const </B></TT>
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<DD>Check whether a vertex is contained with clipping set
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<DL><DT><DD></DL><P>
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<A NAME="contains"></A>
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<A NAME="DOC.2.114.30"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool contains(const std::vector<<!1><A HREF="Vec3.html">Vec3</A>>& vertices)</B></TT>
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<DD>Check whether any part of vertex list is contained with clipping set
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<DL><DT><DD></DL><P>
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<A NAME="contains"></A>
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<A NAME="DOC.2.114.31"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool contains(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>& bs)</B></TT>
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<DD>Check whether any part of a bounding sphere is contained within clipping set.
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Using a mask to determine which planes should be used for the check, and
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modifying the mask to turn off planes which wouldn't contribute to clipping
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of any internal objects. This feature is used in osgUtil::CullVisitor
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to prevent redundant plane checking.
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<DL><DT><DD></DL><P>
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<A NAME="contains"></A>
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<A NAME="DOC.2.114.32"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool contains(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>& bb)</B></TT>
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<DD>Check whether any part of a bounding box is contained within clipping set.
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Using a mask to determine which planes should be used for the check, and
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modifying the mask to turn off planes which wouldn't contribute to clipping
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of any internal objects. This feature is used in osgUtil::CullVisitor
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to prevent redundant plane checking.
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<DL><DT><DD></DL><P>
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<A NAME="containsAllOf"></A>
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<A NAME="DOC.2.114.33"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool containsAllOf(const std::vector<<!1><A HREF="Vec3.html">Vec3</A>>& vertices)</B></TT>
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<DD>Check whether all of vertex list is contained with clipping set
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<DL><DT><DD></DL><P>
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<A NAME="containsAllOf"></A>
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<A NAME="DOC.2.114.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool containsAllOf(const <!1><A HREF="BoundingSphere.html">osg::BoundingSphere</A>& bs)</B></TT>
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<DD>Check whether the entire bounding sphere is contained within clipping set
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<DL><DT><DD></DL><P>
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<A NAME="containsAllOf"></A>
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<A NAME="DOC.2.114.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool containsAllOf(const <!1><A HREF="BoundingBox.html">osg::BoundingBox</A>& bb)</B></TT>
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<DD>Check whether the entire bounding box is contained within clipping set
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<DL><DT><DD></DL><P>
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<A NAME="transform"></A>
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<A NAME="DOC.2.114.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transform(const <!1><A HREF="Matrix.html">osg::Matrix</A>& matrix)</B></TT>
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<DD>Transform the clipping set by matrix. Note, this operations carries out
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the calculation of the inverse of the matrix since to transforms
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planes must be multiplied my the inverse transposed. This
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make this operation expensive. If the inverse has been already
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calculated elsewhere then use transformProvidingInverse() instead.
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See http://www.worldserver.com/turk/computergraphics/NormalTransformations.pdf
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<DL><DT><DD></DL><P>
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<A NAME="transformProvidingInverse"></A>
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<A NAME="DOC.2.114.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transformProvidingInverse(const <!1><A HREF="Matrix.html">osg::Matrix</A>& matrix)</B></TT>
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<DD>Transform the clipping set by provide a pre inverted matrix.
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|
see transform for details.
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<DL><DT><DD></DL><P>
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<A NAME="_maskStack"></A>
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<A NAME="DOC.2.114.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html#DOC.2.114.4">MaskStack</A> _maskStack</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_resultMask"></A>
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<A NAME="DOC.2.114.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html#DOC.2.114.1">ClippingMask</A> _resultMask</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_planeList"></A>
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<A NAME="DOC.2.114.40"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html#DOC.2.114.2">PlaneList</A> _planeList</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_referenceVertexList"></A>
|
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<A NAME="DOC.2.114.41"></A>
|
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html#DOC.2.114.3">VertexList</A> _referenceVertexList</B></TT>
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<DL><DT><DD></DL><P></DL>
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<HR><DL><DT><B>This class has no child classes.</B></DL>
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<DL><DT><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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