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