Structure collecting together information about the visible objects that have been discovered in a scene.  
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#include <OgreSceneManager.h>
Structure collecting together information about the visible objects that have been discovered in a scene. 
◆ VisibleObjectsBoundsInfo()
      
        
          | Ogre::VisibleObjectsBoundsInfo::VisibleObjectsBoundsInfo | ( |  | ) |  | 
      
 
 
◆ reset()
      
        
          | void Ogre::VisibleObjectsBoundsInfo::reset | ( |  | ) |  | 
      
 
 
◆ merge()
      
        
          | void Ogre::VisibleObjectsBoundsInfo::merge | ( | const AxisAlignedBox & | boxBounds, | 
        
          |  |  | const Sphere & | sphereBounds, | 
        
          |  |  | const Camera * | cam, | 
        
          |  |  | bool | receiver = true ) | 
      
 
 
◆ mergeNonRenderedButInFrustum()
      
        
          | void Ogre::VisibleObjectsBoundsInfo::mergeNonRenderedButInFrustum | ( | const AxisAlignedBox & | boxBounds, | 
        
          |  |  | const Sphere & | sphereBounds, | 
        
          |  |  | const Camera * | cam ) | 
      
 
Merge an object that is not being rendered because it's not a shadow caster, but is a shadow receiver so should be included in the range. 
 
 
◆ aabb
The axis-aligned bounds of the visible objects. 
 
 
◆ receiverAabb
The axis-aligned bounds of the visible shadow receiver objects. 
 
 
◆ minDistance
      
        
          | Real Ogre::VisibleObjectsBoundsInfo::minDistance | 
      
 
The closest a visible object is to the camera. 
 
 
◆ maxDistance
      
        
          | Real Ogre::VisibleObjectsBoundsInfo::maxDistance | 
      
 
The farthest a visible objects is from the camera. 
 
 
◆ minDistanceInFrustum
      
        
          | Real Ogre::VisibleObjectsBoundsInfo::minDistanceInFrustum | 
      
 
The closest a object in the frustum regardless of visibility / shadow caster flags. 
 
 
◆ maxDistanceInFrustum
      
        
          | Real Ogre::VisibleObjectsBoundsInfo::maxDistanceInFrustum | 
      
 
The farthest object in the frustum regardless of visibility / shadow caster flags. 
 
 
The documentation for this struct was generated from the following file: