Frustum¶
Imath.Frustumf¶
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class
Imath.Frustumf¶ -
Frustumf() → Frustumf¶
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Frustumf(Frustumf o) → Frustumf
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Frustumf(float nearPlane, float farPlane, float left, float right, float top, float bottom[, boolean ortho=false]) → Frustumf
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Frustumf(float nearPlane, float farPlane, float fovx, float fovy, float aspect) → Frustumf
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operator==(Frustumf o)const→ boolean¶
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operator!=(Frustumf o)const→ boolean¶
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set(float nearPlane, float farPlane, float left, float right, float top, float bottom[, boolean ortho=false])¶
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set(float nearPlane, float farPlane, float fovx, float fovy, float aspect)
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modifyNearAndFar(float nearPlane, float farPlane)¶
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setOrthographic(boolean ortho)¶
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orthographic()const→ boolean¶
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nearPlane()const→ float¶
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hither()const→ float¶
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farPlane()const→ float¶
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yon()const→ float¶
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left()const→ float¶
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right()const→ float¶
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bottom()const→ float¶
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top()const→ float¶
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planes()const→ Plane3f, Plane3f, Plane3f, Plane3f, Plane3f, Plane3f¶
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planes(M44f m)const→ Plane3f, Plane3f, Plane3f, Plane3f, Plane3f, Plane3f
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fovx()const→ float¶
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fovy()const→ float¶
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aspect()const→ float¶
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projectionMatrix()const→ M44f¶
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degenerate()const→ boolean¶
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window(float left, float right, float top, float bottom)const→ Frustumf¶
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projectScreenToRay(V2f pos)const→ Line3f¶
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projectPointToScreen(V3f point)const→ V2f¶
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ZToDepth(long zval, long min, long max)const→ float¶
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normalizedZToDepth(float zval)const→ float¶
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DepthToZ(float depth, long zmin, long zmax)const→ long¶
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worldRadius(V3f p, float radius)const→ float¶
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screenRadius(V3f p, float radius)const→ float¶
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Imath.Frustumd¶
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class
Imath.Frustumd¶ -
Frustumd() → Frustumd¶
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Frustumd(Frustumd o) → Frustumd
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Frustumd(double nearPlane, double farPlane, double left, double right, double top, double bottom[, boolean ortho=false]) → Frustumd
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Frustumd(double nearPlane, double farPlane, double fovx, double fovy, double aspect) → Frustumd
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operator==(Frustumd o)const→ boolean¶
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operator!=(Frustumd o)const→ boolean¶
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set(double nearPlane, double farPlane, double left, double right, double top, double bottom[, boolean ortho=false])¶
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set(double nearPlane, double farPlane, double fovx, double fovy, double aspect)
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modifyNearAndFar(double nearPlane, double farPlane)¶
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setOrthographic(boolean ortho)¶
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orthographic()const→ boolean¶
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nearPlane()const→ double¶
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hither()const→ double¶
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farPlane()const→ double¶
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yon()const→ double¶
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left()const→ double¶
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right()const→ double¶
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bottom()const→ double¶
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top()const→ double¶
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planes()const→ Plane3d, Plane3d, Plane3d, Plane3d, Plane3d, Plane3d¶
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planes(M44d m)const→ Plane3d, Plane3d, Plane3d, Plane3d, Plane3d, Plane3d
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fovx()const→ double¶
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fovy()const→ double¶
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aspect()const→ double¶
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projectionMatrix()const→ M44d¶
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degenerate()const→ boolean¶
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window(double left, double right, double top, double bottom)const→ Frustumd¶
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projectScreenToRay(V2d pos)const→ Line3d¶
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projectPointToScreen(V3d point)const→ V2d¶
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ZToDepth(long zval, long min, long max)const→ double¶
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normalizedZToDepth(double zval)const→ double¶
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DepthToZ(double depth, long zmin, long zmax)const→ long¶
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worldRadius(V3d p, double radius)const→ double¶
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screenRadius(V3d p, double radius)const→ double¶
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Imath.FrustumTestf¶
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class
Imath.FrustumTestf¶ -
FrustumTestf() → FrustumTestf¶
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FrustumTestf(FrustumTestf o) → FrustumTestf
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FrustumTestf(Frustumf frustum, M44f cameraMatrix) → FrustumTestf
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operator==(FrustumTestf o)const→ boolean¶
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operator!=(FrustumTestf o)const→ boolean¶
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setFrustum(Frustumf frustum, M44f cameraMatrix)¶
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isVisible(Sphere3f sphere)const→ boolean¶
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isVisible(Box3f box)const→ boolean
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isVisible(V3f vec)const→ boolean
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completelyContains(Sphere3f sphere)const→ boolean¶
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completelyContains(Box3f box)const→ boolean
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cameraMat()const→ M44f¶
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currentFrustum()const→ Frustumf¶
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Imath.FrustumTestd¶
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class
Imath.FrustumTestd¶ -
FrustumTestd() → FrustumTestd¶
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FrustumTestd(FrustumTestd o) → FrustumTestd
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FrustumTestd(Frustumd frustum, M44d cameraMatrix) → FrustumTestd
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operator==(FrustumTestd o)const→ boolean¶
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operator!=(FrustumTestd o)const→ boolean¶
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setFrustum(Frustumd frustum, M44d cameraMatrix)¶
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isVisible(Sphere3d sphere)const→ boolean¶
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isVisible(Box3d box)const→ boolean
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isVisible(V3d vec)const→ boolean
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completelyContains(Sphere3d sphere)const→ boolean¶
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completelyContains(Box3d box)const→ boolean
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cameraMat()const→ M44d¶
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currentFrustum()const→ Frustumd¶
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