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.
1.2 KiB
1.2 KiB
Frustum::Contains
bool Contains(const Bounds& bounds) const
检测轴对齐包围盒(Axis-Aligned Bounding Box,AABB)是否完全位于视锥体内。判断方式为:先取出 Bounds 的 8 个顶点坐标,然后对每个裁剪平面,检查所有 8 个顶点是否都在该平面外侧(距离小于 0)。若存在某个平面使得全部 8 个顶点都在其外侧,则包围盒完全在视锥外;否则认为包围盒至少部分在视锥内。
参数:
bounds- 要检测的轴对齐包围盒
返回: bool - Bounds 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(48),即遍历 6 个平面 × 8 个顶点
示例:
#include <XCEngine/Core/Math/Frustum.h>
#include <XCEngine/Core/Math/Bounds.h>
void CheckBoundsInFrustum(const Frustum& frustum, const Bounds& bounds) {
if (frustum.Contains(bounds)) {
// 包围盒完全在视锥内,必须渲染
Render();
}
}
相关文档
- Frustum 总览 - 返回类总览
- Intersects - 包围盒与视锥相交检测