Performs frustum culling test against a mesh component's bounding box. Uses optimized frustum-AABB intersection algorithm to determine visibility.
The mesh component to test for culling
false if the mesh is completely outside the frustum (should be culled),
true if the mesh is inside or intersects the frustum (should be rendered)
This method uses a two-phase approach:
The algorithm is based on the optimized frustum culling technique described at: https://iquilezles.org/articles/frustumcorrect/
Retrieves a specific frustum plane by index.
The plane index (0-5)
The plane as a Vector4 where (x,y,z) represents the plane normal and w represents the distance from the origin
Updates this view frustum data from the view and projection matrices. Calculates the six frustum planes and eight corner vertices in world space. This method should be called whenever the camera's view or projection matrix changes.
The view frustum class. Represents a truncated pyramid (frustum) used for view culling in 3D graphics. Contains six planes (top, bottom, left, right, near, far) and eight corner vertices.