Frustum math from raylib extras.
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62
include/frustum.h
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62
include/frustum.h
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/**********************************************************************************************
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*
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* raylibExtras * Utilities and Shared Components for Raylib
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*
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* RLSprite * Simple Sprite Managment System for Raylib
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*
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* LICENSE: MIT
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*
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* Copyright (c) 2020 Jeffery Myers
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************************************************/
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#pragma once
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#ifndef FRUSTUM_H
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#define FRUSTUM_H
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#include "raylib.h"
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#include "raymath.h"
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#include "frustum.h"
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typedef enum
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{
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Back = 0,
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Front = 1,
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Bottom = 2,
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Top = 3,
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Right = 4,
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Left = 5,
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MAX = 6
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}FrustumPlanes;
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typedef struct
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{
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Vector4 Planes[6];
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}Frustum;
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// RLAPI void ExtractFrustum(Frustum* frustrum);
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RLAPI void ExtractFrustum(Frustum* frustum, Matrix projection, Matrix modelview);
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RLAPI bool PointInFrustumV(Frustum* frustrum, Vector3 position);
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RLAPI bool SphereInFrustumV(Frustum* frustrum, Vector3 position, float radius);
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RLAPI bool AABBoxInFrustum(Frustum* frustrum, Vector3 min, Vector3 max);
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#endif //FRUSTUM_H
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@@ -152,3 +152,8 @@ int lmathQuaternionFromEuler( lua_State* L );
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int lmathQuaternionToEuler( lua_State* L );
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int lmathQuaternionTransform( lua_State* L );
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int lmathQuaternionEquals( lua_State* L );
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/* Frustum */
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int lmathExtractFrustum( lua_State* L );
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int lmathPointInFrustum( lua_State* L );
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int lmathSphereInFrustum( lua_State* L );
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int lmathAABBInFrustum( lua_State* L );
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