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<TITLE>class SG_EXPORT osg::BoundingBox</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::BoundingBox</A></H2></H2><BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.</BLOCKQUOTE>
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<DL>
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<P><DL>
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<DT><H3>Public Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.4.1">_min</A></B>
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<DD><I>The corner with the smallest values for each coordinate of the bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.4.2">_max</A></B>
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<DD><I>The corner with the largest values for each coordinate of the bounding box</I>
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</DL></P>
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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.2.4.3">BoundingBox</A></B>()
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<DD><I>construct to invalid values to represent an unset bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.4.4">BoundingBox</A></B>(float xmin, float ymin, float zmin, float xmax, float ymax, float zmax)
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<DD><I>construct to with specified min and max values</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.4.5">BoundingBox</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& min, const <!1><A HREF="Vec3.html">Vec3</A>& max)
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<DD><I>construct to with specified min and max values</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.6">init</A></B>()
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<DD><I>initialize to invalid values to represent an unset bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.4.7">isValid</A></B>() const
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<DD><I>return true if the bounding box contains valid values, false if the bounding box is effectively unset/empty</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.8">set</A></B>(float xmin, float ymin, float zmin, float xmax, float ymax, float zmax)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.4.9">set</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& min, const <!1><A HREF="Vec3.html">Vec3</A>& max)
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<DD><I>construct to with specified min and max values</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.4.10">xMin</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.11">xMin</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.4.12">yMin</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.13">yMin</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.4.14">zMin</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.15">zMin</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.4.16">xMax</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.17">xMax</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.4.18">yMax</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.19">yMax</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float& <B><A HREF="#DOC.2.4.20">zMax</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.21">zMax</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.4.22">center</A></B>() const
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<DD><I>Calculate and return the center of the bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.23">radius</A></B>() const
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<DD><I>Calculate and return the radius of the bounding box</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.4.24">radius2</A></B>() const
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<DD><I>Calculate and return the radius squared of the bounding box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.4.25">corner</A></B>(unsigned int pos) const
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<DD><I>return the corner of the bounding box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.26">expandBy</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& v)
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<DD><I>If the vertex is out-with the box expand to encompass vertex.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.27">expandBy</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>& bb)
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<DD><I>If incoming box is out-with the box expand to encompass incoming box.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.4.28">expandBy</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>& sh)
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<DD><I>If incoming sphere is out-with the box expand to encompass incoming sphere.</I>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const bool <B><A HREF="#DOC.2.4.29">contains</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>& v) const
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<DD><I>return true is vertex v is within the box</I>
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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>General purpose axis-aligned bounding box class for enclosing objects/vertices.
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Used to bounding the leaf objects in the scene,
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i.e. osg::GeoSet's to assist in view frustum culling etc.</BLOCKQUOTE>
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<DL>
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<A NAME="_min"></A>
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<A NAME="DOC.2.4.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _min</B></TT>
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<DD>The corner with the smallest values for each coordinate of the
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bounding box
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<DL><DT><DD></DL><P>
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<A NAME="_max"></A>
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<A NAME="DOC.2.4.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _max</B></TT>
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<DD>The corner with the largest values for each coordinate of the
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bounding box
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<DL><DT><DD></DL><P>
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<A NAME="BoundingBox"></A>
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<A NAME="DOC.2.4.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline BoundingBox()</B></TT>
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<DD>construct to invalid values to represent an unset bounding box
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<DL><DT><DD></DL><P>
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<A NAME="BoundingBox"></A>
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<A NAME="DOC.2.4.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline BoundingBox(float xmin, float ymin, float zmin, float xmax, float ymax, float zmax)</B></TT>
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<DD>construct to with specified min and max values
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<DL><DT><DD></DL><P>
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<A NAME="BoundingBox"></A>
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<A NAME="DOC.2.4.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline BoundingBox(const <!1><A HREF="Vec3.html">Vec3</A>& min, const <!1><A HREF="Vec3.html">Vec3</A>& max)</B></TT>
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<DD>construct to with specified min and max values
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<DL><DT><DD></DL><P>
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<A NAME="init"></A>
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<A NAME="DOC.2.4.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void init()</B></TT>
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<DD>initialize to invalid values to represent an unset bounding box
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<DL><DT><DD></DL><P>
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<A NAME="isValid"></A>
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<A NAME="DOC.2.4.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool isValid() const </B></TT>
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<DD>return true if the bounding box contains valid values,
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false if the bounding box is effectively unset/empty
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<DL><DT><DD></DL><P>
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<A NAME="set"></A>
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<A NAME="DOC.2.4.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(float xmin, float ymin, float zmin, float xmax, float ymax, float zmax)</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="set"></A>
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<A NAME="DOC.2.4.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set(const <!1><A HREF="Vec3.html">Vec3</A>& min, const <!1><A HREF="Vec3.html">Vec3</A>& max)</B></TT>
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<DD>construct to with specified min and max values
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<DL><DT><DD></DL><P>
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<A NAME="xMin"></A>
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<A NAME="DOC.2.4.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& xMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMin"></A>
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<A NAME="DOC.2.4.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMin"></A>
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<A NAME="DOC.2.4.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& yMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMin"></A>
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<A NAME="DOC.2.4.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMin"></A>
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<A NAME="DOC.2.4.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& zMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMin"></A>
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<A NAME="DOC.2.4.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMax"></A>
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<A NAME="DOC.2.4.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& xMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMax"></A>
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<A NAME="DOC.2.4.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float xMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMax"></A>
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<A NAME="DOC.2.4.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& yMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMax"></A>
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<A NAME="DOC.2.4.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float yMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMax"></A>
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<A NAME="DOC.2.4.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float& zMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMax"></A>
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<A NAME="DOC.2.4.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float zMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="center"></A>
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<A NAME="DOC.2.4.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> center() const </B></TT>
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<DD>Calculate and return the center of the bounding box
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<DL><DT><DD></DL><P>
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<A NAME="radius"></A>
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<A NAME="DOC.2.4.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius() const </B></TT>
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<DD>Calculate and return the radius of the bounding box
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<DL><DT><DD></DL><P>
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<A NAME="radius2"></A>
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<A NAME="DOC.2.4.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float radius2() const </B></TT>
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<DD>Calculate and return the radius squared of the bounding box.
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Note, radius2() is faster to calculate than radius().
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<DL><DT><DD></DL><P>
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<A NAME="corner"></A>
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<A NAME="DOC.2.4.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A> corner(unsigned int pos) const </B></TT>
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<DD>return the corner of the bounding box.
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Position (pos) is specified by a number between 0 and 7,
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the first bit toggles between x min and x max, second
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bit toggles between y min and y max, third bit toggles
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between z min and z max.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy"></A>
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<A NAME="DOC.2.4.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="Vec3.html">Vec3</A>& v)</B></TT>
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<DD>If the vertex is out-with the box expand to encompass vertex.
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If this box is empty then move set this box's min max to vertex.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy"></A>
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<A NAME="DOC.2.4.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingBox.html">BoundingBox</A>& bb)</B></TT>
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<DD>If incoming box is out-with the box expand to encompass incoming box.
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If this box is empty then move set this box to incoming box.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy"></A>
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<A NAME="DOC.2.4.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>& sh)</B></TT>
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<DD>If incoming sphere is out-with the box expand to encompass incoming sphere.
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If this box is empty then move set this box to encompass the sphere.
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<DL><DT><DD></DL><P>
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<A NAME="contains"></A>
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<A NAME="DOC.2.4.29"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const bool contains(const <!1><A HREF="Vec3.html">Vec3</A>& v) const </B></TT>
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<DD>return true is vertex v is within the box
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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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