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XCEngine/docs/api/math/frustum/intersects-sphere.md
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# Frustum::Intersects
```cpp
bool Intersects(const Sphere& sphere) const
```
检测球体是否与视锥体相交。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`(即球体完全在平面外侧),则两者不相交;否则认为相交。
注意:此方法与 `Contains(Sphere)` 的区别在于——`Contains` 要求球体完全在视锥内,而 `Intersects` 只要有任意重叠就返回 `true`
**参数:**
- `sphere` - 要检测的球体,包含圆心 `center` 和半径 `radius`
**返回:** `bool` - 视锥与球体相交返回 `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:**
```cpp
#include <XCEngine/Core/Math/Frustum.h>
#include <XCEngine/Core/Math/Sphere.h>
void CheckSphereIntersection(const Frustum& frustum, const Sphere& sphere) {
if (frustum.Intersects(sphere)) {
// 球体与视锥相交
Render();
}
}
```
## 相关文档
- [Frustum 总览](frustum.md) - 返回类总览
- [Contains](contains-sphere.md) - 球体完全包含检测