OpenGLContext.scenegraph.boundingvolume

Bounding volume implementation
Notes regarding general implementation:
BoundingVolume objects are generally created by Grouping and/or Shape nodes (or rather, the geometry nodes of Shape nodes). Grouping nodes are able to create union BoundingVolume objects from their children's bounding volumes.
The RenderPass object (for visiting rendering passes) defines a children method which will use the bounding volumes to filter out those children which are not visible.
The first attempt to do that filtering will recursively generate and cache the bounding volumes.
Setting your contextDefinition's debugBBox flag to True will cause rendering of the bounding boxes when using the Flat renderer.

Functions

Classes

Generic representation of a bounding box
A bounding box is a bounding volume which is implemented as a set of points which can be tested against a frustum. Although at the moment we don't use the distinction between BoundingBox and AABoundingBox, the BoundingBox may eventually be used to provide specialized support for bitmap Text nodes (which should only need four points to determine their visibility, rather than eight).
points
field MFVec4f points []
Base class for all bounding volumes
BoundingVolume is both a base class and a functional bounding volume which is always considered visible. Geometry which wishes to never be visible can return a BoundingVolume as their boundingVolume.
Error raised when an object does not support bounding volumes