Plane(const glm::vec3 &n, float d)
: normal(n), dist(d) { }
- Plane(const glm::vec4 &abcd)
+ explicit Plane(const glm::vec4 &abcd)
: normal(abcd), dist(abcd.w) { }
void Normalize() noexcept {
const Plane &Far() const noexcept { return plane[5]; }
/// create frustum from transposed MVP
- Frustum(const glm::mat4 &mat)
+ explicit Frustum(const glm::mat4 &mat)
: plane{
- { mat[3] + mat[0] },
- { mat[3] - mat[0] },
- { mat[3] + mat[1] },
- { mat[3] - mat[1] },
- { mat[3] + mat[2] },
- { mat[3] - mat[2] },
+ Plane{ mat[3] + mat[0] },
+ Plane{ mat[3] - mat[0] },
+ Plane{ mat[3] + mat[1] },
+ Plane{ mat[3] - mat[1] },
+ Plane{ mat[3] + mat[2] },
+ Plane{ mat[3] - mat[2] },
} { }
void Normalize() noexcept {