Frustum

Imath.Frustumf

class Imath.Frustumf
Frustumf() → Frustumf
Frustumf(Frustumf o) → Frustumf
Frustumf(float nearPlane, float farPlane, float left, float right, float top, float bottom[, boolean ortho=false]) → Frustumf
Frustumf(float nearPlane, float farPlane, float fovx, float fovy, float aspect) → Frustumf
operator==(Frustumf o) const → boolean
operator!=(Frustumf o) const → boolean
set(float nearPlane, float farPlane, float left, float right, float top, float bottom[, boolean ortho=false])
set(float nearPlane, float farPlane, float fovx, float fovy, float aspect)
modifyNearAndFar(float nearPlane, float farPlane)
setOrthographic(boolean ortho)
orthographic() const → boolean
nearPlane() const → float
hither() const → float
farPlane() const → float
yon() const → float
left() const → float
right() const → float
bottom() const → float
top() const → float
planes() const → Plane3f, Plane3f, Plane3f, Plane3f, Plane3f, Plane3f
planes(M44f m) const → Plane3f, Plane3f, Plane3f, Plane3f, Plane3f, Plane3f
fovx() const → float
fovy() const → float
aspect() const → float
projectionMatrix() const → M44f
degenerate() const → boolean
window(float left, float right, float top, float bottom) const → Frustumf
projectScreenToRay(V2f pos) const → Line3f
projectPointToScreen(V3f point) const → V2f
ZToDepth(long zval, long min, long max) const → float
normalizedZToDepth(float zval) const → float
DepthToZ(float depth, long zmin, long zmax) const → long
worldRadius(V3f p, float radius) const → float
screenRadius(V3f p, float radius) const → float

Imath.Frustumd

class Imath.Frustumd
Frustumd() → Frustumd
Frustumd(Frustumd o) → Frustumd
Frustumd(double nearPlane, double farPlane, double left, double right, double top, double bottom[, boolean ortho=false]) → Frustumd
Frustumd(double nearPlane, double farPlane, double fovx, double fovy, double aspect) → Frustumd
operator==(Frustumd o) const → boolean
operator!=(Frustumd o) const → boolean
set(double nearPlane, double farPlane, double left, double right, double top, double bottom[, boolean ortho=false])
set(double nearPlane, double farPlane, double fovx, double fovy, double aspect)
modifyNearAndFar(double nearPlane, double farPlane)
setOrthographic(boolean ortho)
orthographic() const → boolean
nearPlane() const → double
hither() const → double
farPlane() const → double
yon() const → double
left() const → double
right() const → double
bottom() const → double
top() const → double
planes() const → Plane3d, Plane3d, Plane3d, Plane3d, Plane3d, Plane3d
planes(M44d m) const → Plane3d, Plane3d, Plane3d, Plane3d, Plane3d, Plane3d
fovx() const → double
fovy() const → double
aspect() const → double
projectionMatrix() const → M44d
degenerate() const → boolean
window(double left, double right, double top, double bottom) const → Frustumd
projectScreenToRay(V2d pos) const → Line3d
projectPointToScreen(V3d point) const → V2d
ZToDepth(long zval, long min, long max) const → double
normalizedZToDepth(double zval) const → double
DepthToZ(double depth, long zmin, long zmax) const → long
worldRadius(V3d p, double radius) const → double
screenRadius(V3d p, double radius) const → double

Imath.FrustumTestf

class Imath.FrustumTestf
FrustumTestf() → FrustumTestf
FrustumTestf(FrustumTestf o) → FrustumTestf
FrustumTestf(Frustumf frustum, M44f cameraMatrix) → FrustumTestf
operator==(FrustumTestf o) const → boolean
operator!=(FrustumTestf o) const → boolean
setFrustum(Frustumf frustum, M44f cameraMatrix)
isVisible(Sphere3f sphere) const → boolean
isVisible(Box3f box) const → boolean
isVisible(V3f vec) const → boolean
completelyContains(Sphere3f sphere) const → boolean
completelyContains(Box3f box) const → boolean
cameraMat() const → M44f
currentFrustum() const → Frustumf

Imath.FrustumTestd

class Imath.FrustumTestd
FrustumTestd() → FrustumTestd
FrustumTestd(FrustumTestd o) → FrustumTestd
FrustumTestd(Frustumd frustum, M44d cameraMatrix) → FrustumTestd
operator==(FrustumTestd o) const → boolean
operator!=(FrustumTestd o) const → boolean
setFrustum(Frustumd frustum, M44d cameraMatrix)
isVisible(Sphere3d sphere) const → boolean
isVisible(Box3d box) const → boolean
isVisible(V3d vec) const → boolean
completelyContains(Sphere3d sphere) const → boolean
completelyContains(Box3d box) const → boolean
cameraMat() const → M44d
currentFrustum() const → Frustumd