bool Frustum::InsideFrustum(SceneNode &n) { for (int p = 0; p < 6; ++p) { if (!planes[p].SphereInPlane(n.GetWorldTransform().GetPositionVector(), n.GetBoundingRadius())) { return false; } } return true; }
bool Frustum :: InsideFrustum ( SceneNode & n ) { for( int p = 0; p < 6; ++ p ) { if (! planes[p].SphereInPlane ( n .GetWorldTransform ().GetPositionVector () , n.GetBoundingRadius())) { return false ; // scenenode is outside this plane ! } } return true ; // Scenenode is inside every plane ... }