#pragma once #include "../ASM/math_c_fallback.h" // 从视图*投影矩阵提取 6 个视锥平面(行主序,planes[0..5] = left, right, bottom, top, near, far) void frustum_from_matrix(const Mat4* vp, Vec4 planes[6]); // 判断球体是否与视锥相交(1=可见/相交,0=完全在外) int frustum_intersects_sphere(const Vec4 planes[6], Vec3 center, float radius);