170 lines
7.9 KiB
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170 lines
7.9 KiB
HTML
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<TITLE>class SG_EXPORT osg::BoundingSphere</TITLE>
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<META NAME="GENERATOR" CONTENT="DOC++ 3.4.3">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::BoundingSphere</A></H2>
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<BLOCKQUOTE>General purpose bounding sphere class for enclosing nodes/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.2.4.14"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A> <B>_center</B>
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<DD><I></I>
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<DT>
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<A HREF="#DOC.2.4.15"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>_radius</B>
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<DD><I></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.2.4.1"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A> <B>BoundingSphere</B>()
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<DD><I>construct to invalid values to represent an unset bounding sphere</I>
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<DT>
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<A HREF="#DOC.2.4.2"><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 sphere</I>
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<DT>
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<A HREF="#DOC.2.4.3"><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 sphere contains valid values, false if the bounding sphere is effectively unset</I>
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<DT>
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<A HREF="#DOC.2.4.4"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>const <!1><A HREF="Vec3.html">Vec3</A>& <B>center</B>() const
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<DD><I>return the const center of the bounding sphere</I>
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<DT>
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<A HREF="#DOC.2.4.5"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A><!1><A HREF="Vec3.html">Vec3</A>& <B>center</B>()
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<DD><I>return the center of the bounding sphere</I>
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<DT>
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<A HREF="#DOC.2.4.6"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>radius</B>() const
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<DD><I>return the const radius of the bounding sphere</I>
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<DT>
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<A HREF="#DOC.2.4.7"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float& <B>radius</B>()
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<DD><I>return the radius of the bounding sphere</I>
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<DT>
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<A HREF="#DOC.2.4.8"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>float <B>radius2</B>() const
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<DD><I>return the radius squared.</I>
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<DT>
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<A HREF="#DOC.2.4.9"><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 sphere expand to ecompass vertex.</I>
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<DT>
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<A HREF="#DOC.2.4.10"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>expandRadiusBy</B>(const <!1><A HREF="Vec3.html">Vec3</A>& v)
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<DD><I>If the vertex is outwith the sphere expand radius to ecompass vertex.</I>
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<DT>
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<A HREF="#DOC.2.4.11"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>expandBy</B>(const <!1><A HREF="BoundingSphere.html#DOC.2.4.1">BoundingSphere</A>& sh)
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<DD><I>If incomming sphere is outwith the sphere expand to ecompass incomming sphere.</I>
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<DT>
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<A HREF="#DOC.2.4.12"><IMG ALT="[more]" BORDER=0 SRC=icon1.gif></A>void <B>expandRadiusBy</B>(const <!1><A HREF="BoundingSphere.html#DOC.2.4.1">BoundingSphere</A>& sh)
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<DD><I>If incomming sphere is outwith the sphere expand radius to ecompass incomming sphere.</I>
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<DT>
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<A HREF="#DOC.2.4.13"><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 sphere</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 bounding sphere class for enclosing nodes/objects/vertices.
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Used to bound internal osg::Node's in the scene,
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to assist in view frustrum culling etc. Similar in function to BoundingBox
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but is quicker for evaluating culling, but generally encloses a greater volume
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than a BoundingBox so will not cull so aggressively.</BLOCKQUOTE>
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<DL>
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<A NAME="_center">
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<A NAME="DOC.2.4.14">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _center</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="_radius">
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<A NAME="DOC.2.4.15">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _radius</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="BoundingSphere">
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<A NAME="DOC.2.4.1">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> BoundingSphere()</B></TT>
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<DD>construct to invalid values to represent an unset bounding sphere
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<DL><DT><DD></DL><P>
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<A NAME="init">
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<A NAME="DOC.2.4.2">
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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 sphere
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<DL><DT><DD></DL><P>
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<A NAME="isValid">
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<A NAME="DOC.2.4.3">
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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 sphere contains valid values,
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false if the bounding sphere is effectively unset
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<DL><DT><DD></DL><P>
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<A NAME="center">
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<A NAME="DOC.2.4.4">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A>& center() const </B></TT>
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<DD>return the const center of the bounding sphere
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<DL><DT><DD></DL><P>
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<A NAME="center">
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<A NAME="DOC.2.4.5">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A>& center()</B></TT>
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<DD>return the center of the bounding sphere
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<DL><DT><DD></DL><P>
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<A NAME="radius">
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<A NAME="DOC.2.4.6">
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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>return the const radius of the bounding sphere
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<DL><DT><DD></DL><P>
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<A NAME="radius">
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<A NAME="DOC.2.4.7">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float& radius()</B></TT>
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<DD>return the radius of the bounding sphere
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<DL><DT><DD></DL><P>
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<A NAME="radius2">
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<A NAME="DOC.2.4.8">
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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>return the radius squared.
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Note, for performance reasons, assumes the calling method has ensured
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that the sphere is valid before calling radius2(), i.e. has _radius>=0.0,
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as it does not check th validity of sphere and will eroneously return a positive value.
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<DL><DT><DD></DL><P>
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<A NAME="expandBy">
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<A NAME="DOC.2.4.9">
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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 sphere expand to ecompass vertex.
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Calculates the combination of movement of center and radius which
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minimizes the radius increase. If this sphere is empty then
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move the centrer to v and set radius to 0.
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<DL><DT><DD></DL><P>
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<A NAME="expandRadiusBy">
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<A NAME="DOC.2.4.10">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandRadiusBy(const <!1><A HREF="Vec3.html">Vec3</A>& v)</B></TT>
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<DD>If the vertex is outwith the sphere expand radius to ecompass vertex.
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Unlike update, does not move the center, just increasing the radius.
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If this sphere is empty then move the centrer to v and set radius to 0
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<DL><DT><DD></DL><P>
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<A NAME="expandBy">
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<A NAME="DOC.2.4.11">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandBy(const <!1><A HREF="BoundingSphere.html#DOC.2.4.1">BoundingSphere</A>& sh)</B></TT>
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<DD>If incomming sphere is outwith the sphere expand to ecompass incomming sphere.
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calculates the combination of movement of center and radius which
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minimizes the radius increase. If this sphere is empty then
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move the centrer to v and set radius to 0.
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<DL><DT><DD></DL><P>
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<A NAME="expandRadiusBy">
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<A NAME="DOC.2.4.12">
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void expandRadiusBy(const <!1><A HREF="BoundingSphere.html#DOC.2.4.1">BoundingSphere</A>& sh)</B></TT>
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<DD>If incomming sphere is outwith the sphere expand radius to ecompass incomming sphere.
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Unlike update, does not move the center, just increasing the radius.
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If this sphere is empty then move the centrer to v and set radius to 0.
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<DL><DT><DD></DL><P>
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<A NAME="contains">
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<A NAME="DOC.2.4.13">
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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 sphere
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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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