 |
BoundingFrustum Structure |
Defines a frustum which can be used in frustum culling.
Inheritance Hierarchy Namespace: Ab4d.SharpEngine.CommonAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 4.0.9584+ba1aaa26d4181dd3fa8ed7b6398391d1affa36c8
Syntaxpublic struct BoundingFrustum : IEquatable<BoundingFrustum>
The BoundingFrustum type exposes the following members.
Constructors
Properties| | Name | Description |
|---|
 | Bottom |
Gets the bottom plane of the BoundingFrustum.
|
 | Far |
Gets the far plane of the BoundingFrustum.
|
 | IsOrthographic |
Indicate whether the current BoundingFrustum is Orthographic.
|
 | Left |
Gets the left plane of the BoundingFrustum.
|
 | Matrix |
Gets or sets the Matrix that describes this bounding frustum.
|
 | Near |
Gets the near plane of the BoundingFrustum.
|
 | Right |
Gets the right plane of the BoundingFrustum.
|
 | Top |
Gets the top plane of the BoundingFrustum.
|
Top
Methods| | Name | Description |
|---|
 | Contains(BoundingBox) |
Determines the intersection relationship between the frustum and a bounding box.
|
 | Contains(Vector3) |
Checks whether a point lay inside, intersects or lay outside the frustum.
|
 | Equals(BoundingFrustum) |
Determines whether the specified BoundingFrustum is equal to this instance.
|
 | Equals(Object) |
Determines whether the specified Object is equal to this instance.
(Overrides ValueTypeEquals(Object)) |
  | FromCamera |
Creates a new frustum relaying on perspective camera parameters
|
 | GetCorners |
Returns the 8 corners of the frustum, element0 is Near1 (near right down corner)
, element1 is Near2 (near right top corner)
, element2 is Near3 (near Left top corner)
, element3 is Near4 (near Left down corner)
, element4 is Far1 (far right down corner)
, element5 is Far2 (far right top corner)
, element6 is Far3 (far left top corner)
, element7 is Far4 (far left down corner)
|
 | GetCorners(Vector3) |
Returns the 8 corners of the frustum, element0 is Near1 (near right down corner)
, element1 is Near2 (near right top corner)
, element2 is Near3 (near Left top corner)
, element3 is Near4 (near Left down corner)
, element4 is Far1 (far right down corner)
, element5 is Far2 (far right top corner)
, element6 is Far3 (far left top corner)
, element7 is Far4 (far left down corner)
|
 | GetHashCode | (Overrides ValueTypeGetHashCode) |
 | GetHeightAtDepth |
Get the height of the frustum at specified depth.
|
 | GetPlane |
Returns one of the 6 planes related to this frustum.
|
 | GetWidthAtDepth |
Get the width of the frustum at specified depth.
|
 | GetZoomToExtentsShiftDistance(BoundingBox) |
Get the distance which when added to camera position along the lookat direction will do the effect of zoom to extents (zoom to fit) operation,
so all the passed points will fit in the current view.
if the returned value is positive, the camera will move toward the lookat direction (ZoomIn).
if the returned value is negative, the camera will move in the reverse direction of the lookat direction (ZoomOut).
|
 | GetZoomToExtentsShiftDistance(Vector3) |
Get the distance which when added to camera position along the lookat direction will do the effect of zoom to extents (zoom to fit) operation,
so all the passed points will fit in the current view.
if the returned value is positive, the camera will move toward the lookat direction (ZoomIn).
if the returned value is negative, the camera will move in the reverse direction of the lookat direction (ZoomOut).
|
 | GetZoomToExtentsShiftVector(BoundingBox) |
Get the vector shift which when added to camera position will do the effect of zoom to extents (zoom to fit) operation,
so all the passed points will fit in the current view.
|
 | GetZoomToExtentsShiftVector(Vector3) |
Get the vector shift which when added to camera position will do the effect of zoom to extents (zoom to fit) operation,
so all the passed points will fit in the current view.
|
 | Intersects(BoundingBox) |
Checks whether the current BoundingFrustum intersects a BoundingBox.
|
 | Intersects(Plane) |
Checks whether the current BoundingFrustum intersects the specified Plane.
|
 | Intersects(Ray) |
Checks whether the current BoundingFrustum intersects the specified Ray.
|
 | Intersects(Ray, NullableSingle, NullableSingle) |
Checks whether the current BoundingFrustum intersects the specified Ray.
|
Top
Operators
See Also