docs: update math API docs
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# Frustum
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视锥体,用于视锥剔除。
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**命名空间**: `XCEngine::Math`
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**头文件:** `#include <XCEngine/Math/Frustum.h>`
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**类型**: `class`
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**命名空间:** `XCEngine::Math`
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**头文件**: `XCEngine/Math/Frustum.h`
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## 类定义
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**描述**: 视锥体,用于 3D 裁剪和可见性判断
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## 概述
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Frustum 表示一个视锥体,由 6 个裁剪平面组成(左、右、底、顶、近、远)。主要用于视锥剔除(Frustum Culling),在渲染前判断场景物体是否与相机视锥相交或完全在内,从而决定是否需要渲染该物体,提升渲染性能。
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## 公共方法
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| 方法 | 描述 |
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|------|------|
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| [`Contains(Point)`](contains-point.md) | 点是否完全在视锥内 |
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| [`Contains(Sphere)`](contains-sphere.md) | 球体是否完全在视锥内 |
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| [`Contains(Bounds)`](contains-bounds.md) | Bounds 是否完全在视锥内 |
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| [`Intersects(Bounds)`](intersects-bounds.md) | Bounds 是否与视锥相交 |
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| [`Intersects(Sphere)`](intersects-sphere.md) | 球体是否与视锥相交 |
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## 嵌套类型
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| 类型 | 描述 |
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|------|------|
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| `PlaneIndex` | 平面索引枚举(Left, Right, Bottom, Top, Near, Far) |
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## 使用示例
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```cpp
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class Frustum {
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public:
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Plane planes[6];
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Frustum frustum = camera.CalculateFrustum();
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Bounds objectBounds = object.GetWorldBounds();
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enum class PlaneIndex {
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Left = 0,
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Right = 1,
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Bottom = 2,
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Top = 3,
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Near = 4,
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Far = 5
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};
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bool Contains(const Vector3& point) const;
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bool Contains(const Sphere& sphere) const;
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bool Contains(const Bounds& bounds) const;
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bool Intersects(const Bounds& bounds) const;
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bool Intersects(const Sphere& sphere) const;
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};
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if (frustum.Contains(objectBounds)) {
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// 物体完全在视锥内,必须渲染
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Render(object);
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} else if (frustum.Intersects(objectBounds)) {
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// 物体与视锥相交,可能需要渲染
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Render(object);
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}
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```
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## 实例方法
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| [Contains(point)](contains-point.md) | `bool` | 点是否在视锥内 |
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| [Contains(sphere)](contains-sphere.md) | `bool` | 球体是否完全在视锥内 |
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| [Contains(bounds)](contains-bounds.md) | `bool` | Bounds 是否完全在视锥内 |
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| [Intersects(bounds)](intersects-bounds.md) | `bool` | Bounds 是否与视锥相交 |
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| [Intersects(sphere)](intersects-sphere.md) | `bool` | 球体是否与视锥相交 |
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## 相关文档
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- [Math 模块总览](../math.md) - 返回 Math 模块总览
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- [Math 模块总览](../math.md) - Math 模块总览
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- [Plane](../plane/plane.md) - 平面类型
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- [Bounds](../bounds/bounds.md) - 包围盒类型
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- [Sphere](../sphere/sphere.md) - 球体类型
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