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235 lines
9.7 KiB
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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>
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<BLOCKQUOTE>General purpose axis-aligned bounding box class for enclosing objects/vertices.</BLOCKQUOTE>
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<HR>
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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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<A HREF="#DOC.2.3.1"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A> <B>_min</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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<A HREF="#DOC.2.3.2"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A> <B>_max</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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<A HREF="#DOC.2.3.3"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>BoundingBox</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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<A HREF="#DOC.2.3.4"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>init</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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<A HREF="#DOC.2.3.5"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>isValid</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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<A HREF="#DOC.2.3.14"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>xMin</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.15"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>xMin</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.16"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>yMin</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.17"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>yMin</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.18"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>zMin</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.19"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>zMin</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.20"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>xMax</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.21"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>xMax</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.22"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>yMax</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.23"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>yMax</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.24"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>zMax</B>()
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.25"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>zMax</B>() const
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.3.6"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A> <B>center</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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<A HREF="#DOC.2.3.7"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>radius</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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<A HREF="#DOC.2.3.8"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>radius2</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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<A HREF="#DOC.2.3.9"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A> <B>corner</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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<A HREF="#DOC.2.3.10"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>expandBy</B>(const <!1><A HREF="Vec3.html">Vec3</A>& v)
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<DD><I>If the vertex is outwith the box expand to ecompass vertex.</I>
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<DT>
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<A HREF="#DOC.2.3.11"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>expandBy</B>(const <!1><A HREF="BoundingBox.html#DOC.2.3.3">BoundingBox</A>& bb)
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<DD><I>If incomming box is outwith the box expand to ecompass incomming box.</I>
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<DT>
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<A HREF="#DOC.2.3.12"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>expandBy</B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>& sh)
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<DD><I>If incomming sphere is outwith the box expand to ecompass incomming sphere.</I>
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<DT>
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<A HREF="#DOC.2.3.13"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>bool <B>contains</B>(const <!1><A HREF="Vec3.html">Vec3</A>& v)
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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">
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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">
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<A NAME="DOC.2.3.1">
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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">
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<A NAME="DOC.2.3.2">
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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">
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<A NAME="DOC.2.3.3">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> 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="init">
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<A NAME="DOC.2.3.4">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>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">
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<A NAME="DOC.2.3.5">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>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="xMin">
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<A NAME="DOC.2.3.14">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& xMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMin">
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<A NAME="DOC.2.3.15">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float xMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMin">
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<A NAME="DOC.2.3.16">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& yMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMin">
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<A NAME="DOC.2.3.17">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float yMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMin">
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<A NAME="DOC.2.3.18">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& zMin()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMin">
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<A NAME="DOC.2.3.19">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float zMin() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMax">
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<A NAME="DOC.2.3.20">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& xMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="xMax">
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<A NAME="DOC.2.3.21">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float xMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMax">
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<A NAME="DOC.2.3.22">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& yMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="yMax">
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<A NAME="DOC.2.3.23">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float yMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMax">
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<A NAME="DOC.2.3.24">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& zMax()</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="zMax">
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<A NAME="DOC.2.3.25">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float zMax() const </B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="center">
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<A NAME="DOC.2.3.6">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!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">
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<A NAME="DOC.2.3.7">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>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">
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<A NAME="DOC.2.3.8">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>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">
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<A NAME="DOC.2.3.9">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!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 specfied 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">
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<A NAME="DOC.2.3.10">
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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 outwith the box expand to ecompass 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">
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<A NAME="DOC.2.3.11">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingBox.html#DOC.2.3.3">BoundingBox</A>& bb)</B></TT>
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<DD>If incomming box is outwith the box expand to ecompass incomming box.
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If this box is empty then move set this box to incomming box.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy">
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<A NAME="DOC.2.3.12">
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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 incomming sphere is outwith the box expand to ecompass incomming 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">
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<A NAME="DOC.2.3.13">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool contains(const <!1><A HREF="Vec3.html">Vec3</A>& v)</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><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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<BR>
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