vec Frustum::ClosestPoint(const vec &point) const { return ToPolyhedron().ClosestPoint(point); ///\todo Improve numerical stability enough to do effectively this - but do so without temporary memory allocations. // return ToPolyhedron().ClosestPointConvex(point); }
bool Polygon::Intersects(const Polygon &polygon) const { return ToPolyhedron().Intersects(polygon); }
bool Polygon::Intersects(const Triangle &triangle) const { return ToPolyhedron().Intersects(triangle); }
float Frustum::Volume() const { return ToPolyhedron().Volume(); }
float3 Frustum::ClosestPoint(const float3 &point) const { return ToPolyhedron().ClosestPointConvex(point); }