- mvp
- a float array containing the mode-view-projection matrix
- mvpOffset
- The offset of the mvp data within the mvp array.
- spheres
- a float array containing the sphere data.
- spheresOffset
- an offset into the sphere array where the sphere data starts
- spheresCount
- the number of spheres to cull.
- results
- an integer array containing the indices of the spheres that are either contained entirely within or intersect the frustum.
- resultsOffset
- an offset into the results array where the results start.
- resultsCapacity
- the number of array elements available for storing results.
Documentation for this section has not yet been entered.
Type Reason Java.Lang.IllegalArgumentException if mvp is null, mvpOffset mvp.length - 16, spheres is null, spheresOffset spheres.length - sphereCount, results is null, resultsOffset results.length - resultsCapacity.
Given an OpenGL ES ModelView-Projection matrix (which implicitly describes a frustum) and a list of spheres, determine which spheres intersect the frustum.
A ModelView-Projection matrix can be computed by multiplying the a Projection matrix by the a ModelView matrix (in that order.). There are several possible ways to obtain the current ModelView and Projection matrices. The most generally applicable way is to keep track of the current matrices in application code. If that is not convenient, there are two optional OpenGL ES extensions which may be used to read the current matrices from OpenGL ES:
A frustum is a six-sided truncated pyramid that defines the portion of world space that is visible in the view.
Spheres are described as four floating point values: x, y, z, and r, in world-space coordinates. R is the radius of the sphere.