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