pc.Frustum
A frustum is a shape that defines the viewing space of a camera.
// Create a new frustum equivalent to one held by a camera component
var projectionMatrix = entity.camera.projectionMatrix;
var viewMatrix = entity.camera.viewMatrix;
var frustum = new pc.Frustum(projectionMatrix, viewMatrix);
Summary
Methods
| containsPoint | Tests whether a point is inside the frustum. |
| containsSphere | Tests whether a bounding sphere intersects the frustum. |
| update | Updates the frustum shape based on a view matrix and a projection matrix. |
Details
Constructor
Frustum(projectionMatrix, viewMatrix)
Creates a new frustum shape.
// Create a new frustum equivalent to one held by a camera component
var projectionMatrix = entity.camera.projectionMatrix;
var viewMatrix = entity.camera.viewMatrix;
var frustum = new pc.Frustum(projectionMatrix, viewMatrix);
Parameters
| projectionMatrix | pc.Mat4 | The projection matrix describing the shape of the frustum. |
| viewMatrix | pc.Mat4 | The inverse of the world transformation matrix for the frustum. |
Methods
containsPoint(point)
Tests whether a point is inside the frustum. Note that points lying in a frustum plane are considered to be outside the frustum.
Parameters
| point | pc.Vec3 | The point to test. |
Returns
booleanTrue if the point is inside the frustum, false otherwise.
containsSphere(sphere)
Tests whether a bounding sphere intersects the frustum. If the sphere is outside the frustum, zero is returned. If the sphere intersects the frustum, 1 is returned. If the sphere is completely inside the frustum, 2 is returned. Note that a sphere touching a frustum plane from the outside is considered to be outside the frustum.
Parameters
| sphere | pc.BoundingSphere | The sphere to test. |
Returns
number0 if the bounding sphere is outside the frustum, 1 if it intersects the frustum and 2 if it is contained by the frustum.