Starting switch to bounding sphere
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@@ -0,0 +1,56 @@
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import Common;
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struct BoundingSphere
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{
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float4 centerRadius;
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float3 getCenter()
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{
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return centerRadius.xyz;
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}
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float getRadius()
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{
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return centerRadius.w;
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}
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bool pointInside(float3 p)
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{
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if(abs(getCenter() - p) > getRadius())
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{
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return false;
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}
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return true;
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}
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bool insideFrustum(float4x4 transform, Frustum frustum)
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{
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}
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};
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struct AABB
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{
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float3 min;
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float pad0;
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float3 max;
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float pad1;
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bool insideFrustum(float4x4 transform, Frustum frustum)
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{
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float4 corners[8];
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corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f));
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corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f));
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corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f));
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corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f));
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corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f));
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corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f));
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corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f));
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corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
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for(int i = 0; i < 8; ++i)
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{
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float3 adjusted = corners[i].xyz / corners[i].w;
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if(frustum.pointInside(adjusted))
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{
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return true;
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}
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}
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return false;
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}
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};
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