Constructor
new Frustum(projectionMatrix, viewMatrix)
Creates a new frustum shape.
Parameters:
Name | Type | Description |
---|---|---|
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. |
- Source:
Example
// 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);
Methods
containsPoint(point) → {Boolean}
Tests whether a point is inside the frustum. Note that points lying in a frustum plane are
considered to be outside the frustum.
Parameters:
Name | Type | Description |
---|---|---|
point |
pc.Vec3 | The point to test |
- Source:
Returns:
true if the point is inside the frustum, false otherwise
- Type
- Boolean
containsSphere(sphere) → {Number}
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:
Name | Type | Description |
---|---|---|
sphere |
pc.BoundingSphere | The sphere to test |
- Source:
Returns:
0 if the bounding sphere is outside the frustum, 1 if it intersects the frustum and 2 if
it is contained by the frustum
- Type
- Number
update(projectionMatrix, viewMatrix)
Updates the frustum shape based on a view matrix and a projection matrix.
Parameters:
Name | Type | Description |
---|---|---|
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. |
- Source: