// Assumes frustum plane normals face *outward* S2FResult SphereToFrustum(const Sphere& sphere, const Frustum& frustum) { S2FResult result = S2FResult_Inside; for (int i = 0; i < Frustum::Plane_Count; i++) { Result spherePlane = SphereToPlane(sphere, frustum.planes[i]); switch (spherePlane) { case Result_InFront: return S2FResult_Outside; case Result_Intersecting: result = S2FResult_Intersecting; default: break; } } return result; }
CollisionManifold CustomPhysicsEngine::PlaneToSphere(Collider* _plane, Collider* _sphere) { return SphereToPlane(_sphere, _plane); }