- }
-
- int hits[6] = { 0, 0, 0, 0, 0, 0 };
-
- // check how many corners lie outside
- for (const glm::vec4 &corner : corners) {
- if (corner.x > 1.0f) ++hits[0];
- if (corner.x < -1.0f) ++hits[1];
- if (corner.y > 1.0f) ++hits[2];
- if (corner.y < -1.0f) ++hits[3];
- if (corner.z > 1.0f) ++hits[4];
- if (corner.z < -1.0f) ++hits[5];
+ hits[0] += (corner.x > 1.0f);
+ hits[1] += (corner.x < -1.0f);
+ hits[2] += (corner.y > 1.0f);
+ hits[3] += (corner.y < -1.0f);
+ hits[4] += (corner.z > 1.0f);
+ hits[5] += (corner.z < -1.0f);