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Frustum AABB Intersect
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// Returns: INTERSECT : 0 | |
// INSIDE : 1 | |
// OUTSIDE : 2 | |
int FrustumAABBIntersect(Plane *planes, Vector &mins, Vector &maxs) { | |
int ret = INSIDE; | |
Vector vmin, vmax; | |
for(int i = 0; i < 6; ++i) { | |
// X axis | |
if(planes[i].normal.x > 0) { | |
vmin.x = mins.x; | |
vmax.x = maxs.x; | |
} else { | |
vmin.x = maxs.x; | |
vmax.x = mins.x; | |
} | |
// Y axis | |
if(planes[i].normal.y > 0) { | |
vmin.y = mins.y; | |
vmax.y = maxs.y; | |
} else { | |
vmin.y = maxs.y; | |
vmax.y = mins.y; | |
} | |
// Z axis | |
if(planes[i].normal.z > 0) { | |
vmin.z = mins.z; | |
vmax.z = maxs.z; | |
} else { | |
vmin.z = maxs.z; | |
vmax.z = mins.z; | |
} | |
if(Vector::DotProduct(planes[i].normal, vmin) + planes[i].d > 0) | |
return OUTSIDE; | |
if(Vector::DotProduct(planes[i].normal, vmax) + planes[i].d >= 0) | |
ret = INTERSECT; | |
} | |
return ret; | |
} |
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Nice bro, this helped me a lot.