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