示例#1
0
        public static bool FastIntersects(this BoundingFrustum boundingfrustum, ref BoundingBox aabb)
        {
            if (boundingfrustum == null) {
                return false;
            }

            Plane plane;
            Vector3 normal, p;

            plane = boundingfrustum.Bottom;
            normal = plane.Normal;
            normal.X = -normal.X;
            normal.Y = -normal.Y;
            normal.Z = -normal.Z;
            p = aabb.GetPositiveVertex (ref normal);
            if (-plane.D + normal.X * p.X + normal.Y * p.Y + normal.Z * p.Z < 0) {
                return false;
            }

            plane = boundingfrustum.Far;
            normal = plane.Normal;
            normal.X = -normal.X;
            normal.Y = -normal.Y;
            normal.Z = -normal.Z;
            p = aabb.GetPositiveVertex (ref normal);
            if (-plane.D + normal.X * p.X + normal.Y * p.Y + normal.Z * p.Z < 0) {
                return false;
            }

            plane = boundingfrustum.Left;
            normal = plane.Normal;
            normal.X = -normal.X;
            normal.Y = -normal.Y;
            normal.Z = -normal.Z;
            p = aabb.GetPositiveVertex (ref normal);
            if (-plane.D + normal.X * p.X + normal.Y * p.Y + normal.Z * p.Z < 0) {
                return false;
            }

            plane = boundingfrustum.Near;
            normal = plane.Normal;
            normal.X = -normal.X;
            normal.Y = -normal.Y;
            normal.Z = -normal.Z;
            p = aabb.GetPositiveVertex (ref normal);
            if (-plane.D + normal.X * p.X + normal.Y * p.Y + normal.Z * p.Z < 0) {
                return false;
            }

            plane = boundingfrustum.Right;
            normal = plane.Normal;
            normal.X = -normal.X;
            normal.Y = -normal.Y;
            normal.Z = -normal.Z;
            p = aabb.GetPositiveVertex (ref normal);
            if (-plane.D + normal.X * p.X + normal.Y * p.Y + normal.Z * p.Z < 0) {
                return false;
            }

            plane = boundingfrustum.Top;
            normal = plane.Normal;
            normal.X = -normal.X;
            normal.Y = -normal.Y;
            normal.Z = -normal.Z;
            p = aabb.GetPositiveVertex (ref normal);
            if (-plane.D + normal.X * p.X + normal.Y * p.Y + normal.Z * p.Z < 0) {
                return false;
            }

            return true;
        }