/** * A frustum is a shape that defines the viewing space of a camera. It can be used to determine * visibility of points and bounding spheres. Typically, you would not create a Frustum shape * directly, but instead query {@link CameraComponent#frustum}. * * @category Math */ export class Frustum { planes: any[]; /** * Updates the frustum shape based on the supplied 4x4 matrix. * * @param {import('../math/mat4.js').Mat4} matrix - The matrix describing the shape of the * frustum. * @example * // Create a perspective projection matrix * const projMat = pc.Mat4(); * projMat.setPerspective(45, 16 / 9, 1, 1000); * * // Create a frustum shape that is represented by the matrix * const frustum = new pc.Frustum(); * frustum.setFromMat4(projMat); */ setFromMat4(matrix: import("../math/mat4.js").Mat4): void; /** * Tests whether a point is inside the frustum. Note that points lying in a frustum plane are * considered to be outside the frustum. * * @param {import('../math/vec3.js').Vec3} point - The point to test. * @returns {boolean} True if the point is inside the frustum, false otherwise. */ containsPoint(point: import("../math/vec3.js").Vec3): boolean; /** * 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. * * @param {import('./bounding-sphere.js').BoundingSphere} sphere - The sphere to test. * @returns {number} 0 if the bounding sphere is outside the frustum, 1 if it intersects the * frustum and 2 if it is contained by the frustum. */ containsSphere(sphere: import("./bounding-sphere.js").BoundingSphere): number; }