Fixed broken references: - texture-import-settings: Fix 16 files referencing wrong overview filename - math/rectint: Fix 9 method links (rectint-* → get*, contains, intersects) - rhi/opengl/device: Fix 8 cross-references (opengl-* → */**) - resources/mesh: Fix meshsection and vertexattribute links - rhi/d3d12/sampler: Fix RHISampler reference path - math/vector3: Fix projectonplane → project-on-plane - rhi/opengl/command-list: Remove broken ClearFlag enum ref - rhi/opengl/device: Create 2 new method docs (MakeContextCurrent, GetNativeContext) - rhi/device: Fix device-info types reference All 0 broken references remaining.
1.0 KiB
1.0 KiB
Frustum::Contains
bool Contains(const Sphere& sphere) const
检测球体是否完全位于视锥体内。判断方式为:依次计算球心到 6 个裁剪平面的有符号距离,若任意一个距离小于 -radius(即球心到平面的距离小于球半径的负数,说明球体完全在平面外侧),则视锥体不包含该球体。
参数:
sphere- 要检测的球体,包含圆心center和半径radius
返回: bool - 球体完全在视锥内返回 true,否则返回 false
线程安全: ✅(只读操作,不修改状态)
复杂度: O(6),即遍历 6 个裁剪平面
示例:
#include <XCEngine/Core/Math/Frustum.h>
#include <XCEngine/Core/Math/Sphere.h>
void CheckSphereInFrustum(const Frustum& frustum, const Sphere& sphere) {
if (frustum.Contains(sphere)) {
// 球体完全在视锥内
}
}
相关文档
- Frustum 总览 - 返回类总览
- Intersects - 球体与视锥相交检测