bool SceneNode::VIsVisible( Scene *pScene ) { auto camTransform = pScene->GetCamera()->VGetProperties().GetTransform(); Vec3 nodeInCamWorldPos = VGetWorldPosition(); // transform to camera's local space nodeInCamWorldPos = camTransform.GetFromWorld().Xform( nodeInCamWorldPos );; const Frustum &frustum = pScene->GetCamera()->GetFrustum(); //return true; return frustum.Inside( nodeInCamWorldPos, VGetProperties().GetRadius() ); }
// Ensure the current view transform is set. void CameraNode::Update(Scene* const scene, float elapsedMS) { scene->device->ViewMatrix = GetFromWorld(); }