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@@ -74,14 +74,14 @@ import { Constants } from "../Engines/constants";
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* If not, are the bounding box vertices outside the frustum ?
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* If not, are the bounding box vertices outside the frustum ?
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* It not, then the cullable object is in the frustum.
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* It not, then the cullable object is in the frustum.
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*/
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*/
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- public static readonly CULLINGSTRATEGY_STANDARD = 0;
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+ public static readonly CULLINGSTRATEGY_STANDARD = Constants.MESHES_CULLINGSTRATEGY_STANDARD;
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/** Culling strategy : Bounding Sphere Only.
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/** Culling strategy : Bounding Sphere Only.
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* This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
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* This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
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* It's also less accurate than the standard because some not visible objects can still be selected.
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* It's also less accurate than the standard because some not visible objects can still be selected.
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* Test : is the bounding sphere outside the frustum ?
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* Test : is the bounding sphere outside the frustum ?
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* If not, then the cullable object is in the frustum.
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* If not, then the cullable object is in the frustum.
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*/
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*/
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- public static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
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+ public static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;
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/** Culling strategy : Optimistic Inclusion.
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/** Culling strategy : Optimistic Inclusion.
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* This in an inclusion test first, then the standard exclusion test.
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* This in an inclusion test first, then the standard exclusion test.
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* This can be faster when a cullable object is expected to be almost always in the camera frustum.
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* This can be faster when a cullable object is expected to be almost always in the camera frustum.
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@@ -91,7 +91,7 @@ import { Constants } from "../Engines/constants";
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* Is the cullable object bounding sphere center in the frustum ?
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* Is the cullable object bounding sphere center in the frustum ?
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* If not, apply the default culling strategy.
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* If not, apply the default culling strategy.
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*/
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*/
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- public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;
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+ public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION;
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/** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
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/** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
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* This in an inclusion test first, then the bounding sphere only exclusion test.
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* This in an inclusion test first, then the bounding sphere only exclusion test.
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* This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
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* This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
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@@ -101,7 +101,7 @@ import { Constants } from "../Engines/constants";
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* Is the cullable object bounding sphere center in the frustum ?
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* Is the cullable object bounding sphere center in the frustum ?
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* If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
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* If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
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*/
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*/
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- public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;
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+ public static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY;
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/**
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/**
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* No billboard
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* No billboard
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