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Culling (visibility helpers)

Mibo.Elmish.Culling is a helper module that keeps visibility math separate from your renderer and your spatial partitioning.

It operates on geometric primitives:

3D: frustum culling

Build a frustum from a View×Projection matrix and test geometry against it. The frustum type is backend-specific — raylib ships its own Frustum (it has no native one), while MonoGame uses its native BoundingFrustum:

// raylib: Mibo.Elmish.Frustum over System.Numerics.Matrix4x4
let frustum = Frustum(viewProjection)

// MonoGame: Microsoft.Xna.Framework.BoundingFrustum
let frustum = BoundingFrustum(viewProjection)
if Culling.isVisible frustum entitySphere then
    // submit draw commands
    ()

Or for axis-aligned bounding boxes:

if Culling.isVisibleBox frustum nodeBounds then
    ()

_Where does the View×Projection matrix come from?_ On MonoGame, the camera struct carries it directly — BoundingFrustum(cam.View * cam.Projection). On raylib, capture it inside BeginMode3D (Rlgl.GetMatrixModelview() * Rlgl.GetMatrixProjection()), or build it from Raylib.GetCameraMatrix3D(camera) and a perspective matrix.

2D: rectangle overlap

Use Camera2D.viewportBounds with Culling.isVisible2D (the rectangle type is the backend's native one — float Rectangle on raylib, int Rectangle on MonoGame):

// raylib — viewportBounds takes the camera by reference (&)
let viewBounds = Camera2D.viewportBounds &camera viewportWidth viewportHeight

// MonoGame — immutable camera, passed by value
let viewBounds = Camera2D.viewportBounds camera viewportWidth viewportHeight

if Culling.isVisible2D viewBounds spriteBounds then
    ()

What this is not

This module doesn't try to be your spatial index.

See also: Camera and Rendering overview.

val frustum: obj
val viewBounds: obj

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