}
void Frustum::init(const Matrix4& modelview, Scalar fovy, Scalar aspect,
- Scalar near, Scalar far)
+ Scalar abutting, Scalar distant)
{
Matrix4 projection;
- cml::matrix_perspective_yfov_RH(projection, fovy, aspect, near, far,
+ cml::matrix_perspective_yfov_RH(projection, fovy, aspect, abutting, distant,
cml::z_clip_neg_one);
init(modelview, projection);
}
-Frustum::Collision Frustum::containsAabb(const Aabb& aabb) const
+Frustum::Collision Frustum::contains(const Aabb& aabb) const
{
Vector3 corners[8];
int nTotalInside = 0;
for (int j = 0; j < 8; ++j)
{
- if (planes_[i].intersectsPoint(corners[j]) ==
+ if (planes_[i].intersects(corners[j]) ==
Plane::NEGATIVE)
{
--nInside;
}
-Frustum::Collision Frustum::containsSphere(const Sphere& sphere) const
+Frustum::Collision Frustum::contains(const Sphere& sphere) const
{
for (int i = 0; i < 6; ++i)
{
- Plane::Halfspace halfspace = planes_[i].intersectsSphere(sphere);
+ Plane::Halfspace halfspace = planes_[i].intersects(sphere);
if (halfspace == Plane::NEGATIVE) return OUTSIDE;
else if (halfspace == Plane::INTERSECT) return INTERSECT;