Frustum math from raylib extras.

This commit is contained in:
jussi
2025-06-02 20:49:51 +03:00
parent e26bb8603c
commit 5b8af05e96
9 changed files with 462 additions and 2 deletions

38
API.md
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@@ -3682,7 +3682,7 @@ Default projection matrix near cull distance
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> RL_CULL_DISTANCE_FAR = 1000
> RL_CULL_DISTANCE_FAR = 1000.0
Default projection matrix far cull distance
@@ -10746,6 +10746,42 @@ Check whether two given quaternions are almost equal
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## Math - Frustum
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> frustum = RL.ExtractFrustum( Matrix projection, Matrix modelview )
Extract frustum from projection and modelView matrices.
- Success return Vector4{}
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> inFrustum = RL.PointInFrustum( Vector4{} frustum, Vector3 position )
Check if point inside frustum
- Success return bool
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> inFrustum = RL.SphereInFrustum( Vector4{} frustum, Vector3 position )
Check if sphere inside frustum
- Success return bool
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> inFrustum = RL.AABBInFrustum( Vector4{} frustum, Vector3 min, Vector3 max )
Check if AABB inside frustum
- Success return bool
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## Gui - Global gui state control functions
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