private int intersectsFrustum( float[] box ) { int result = INSIDE; // for each plane do ... float[] t = new float[3]; for ( int i = 0; i < 6; i++ ) { // is the positive vertex outside? pl[i].getPositiveVertex( box, t ); if ( pl[i].distance( t ) < 0 ) { return OUTSIDE; } // is the negative vertex outside? pl[i].getNegativeVertex( box, t ); if ( pl[i].distance( t ) < 0 ) { result = INTERSECT; } } return result; }
private int intersectsFrustum( float[][] box ) { int result = INSIDE; // for each plane do ... for ( int i = 0; i < 6; i++ ) { // is the positive vertex outside? Point3d pVertex = pl[i].getPositiveVertex( box ); Point3d nVertex = pl[i].getNegativeVertex( box ); if ( pl[i].distance( pVertex ) < 0 ) { return OUTSIDE; } else if ( pl[i].distance( nVertex ) < 0 ) { result = INTERSECT; } } return result; }
private int intersectsFrustum( double[][] box ) { int result = INSIDE; // for each plane do ... for ( int i = 0; i < 6; i++ ) { // is the positive vertex outside? Point3d pVertex = pl[i].getPositiveVertex( box ); Point3d nVertex = pl[i].getNegativeVertex( box ); if ( pl[i].distance( pVertex ) < 0 ) { return OUTSIDE; } else if ( pl[i].distance( nVertex ) < 0 ) { result = INTERSECT; } } return result; }