示例#1
0
        static public CullingResult Cull(ref WorldBoundingSphere bounds, float4 plane)
        {
            float dist = math.dot(bounds.position, plane.xyz) + plane.w;

            if (dist <= -bounds.radius)
            {
                return(CullingResult.Outside);
            }
            if (dist >= bounds.radius)
            {
                return(CullingResult.Inside);
            }
            return(CullingResult.Intersects);
        }
示例#2
0
        static public CullingResult Cull(ref WorldBoundingSphere bounds, ref Frustum f)
        {
            CullingResult rall = CullingResult.Inside;

            for (int i = 0; i < f.PlanesCount; i++)
            {
                float4        plane = f.GetPlane(i);
                CullingResult r     = Cull(ref bounds, plane);
                if (r == CullingResult.Outside)
                {
                    return(CullingResult.Outside);
                }
                if (r == CullingResult.Intersects)
                {
                    rall = CullingResult.Intersects;
                }
            }
            return(rall);
        }