Пример #1
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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);
}
Пример #2
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bool Polygon::Intersects(const Polygon &polygon) const
{
	return ToPolyhedron().Intersects(polygon);
}
Пример #3
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bool Polygon::Intersects(const Triangle &triangle) const
{
	return ToPolyhedron().Intersects(triangle);
}
Пример #4
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float Frustum::Volume() const
{
	return ToPolyhedron().Volume();
}
Пример #5
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float3 Frustum::ClosestPoint(const float3 &point) const
{
	return ToPolyhedron().ClosestPointConvex(point);
}