Frustum math from raylib extras.
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@@ -1167,7 +1167,7 @@ RL.RL_MAX_SHADER_LOCATIONS=32
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---Default projection matrix near cull distance
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RL.RL_CULL_DISTANCE_NEAR=0.01
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---Default projection matrix far cull distance
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RL.RL_CULL_DISTANCE_FAR=1000
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RL.RL_CULL_DISTANCE_FAR=1000.0
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-- Defines - RLGL Texture parameters
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@@ -6985,6 +6985,37 @@ function RL.QuaternionTransform( q, mat ) end
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---@return any result
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function RL.QuaternionEquals( q1, q2 ) end
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-- Math - Frustum
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---Extract frustum from projection and modelView matrices.
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---- Success return Vector4{}
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---@param projection table
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---@param modelview table
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---@return any frustum
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function RL.ExtractFrustum( projection, modelview ) end
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---Check if point inside frustum
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---- Success return bool
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---@param frustum table
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---@param position table
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---@return any inFrustum
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function RL.PointInFrustum( frustum, position ) end
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---Check if sphere inside frustum
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---- Success return bool
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---@param frustum table
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---@param position table
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---@return any inFrustum
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function RL.SphereInFrustum( frustum, position ) end
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---Check if AABB inside frustum
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---- Success return bool
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---@param frustum table
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---@param min table
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---@param max table
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---@return any inFrustum
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function RL.AABBInFrustum( frustum, min, max ) end
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-- Gui - Global gui state control functions
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---Enable gui controls (global state)
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