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 CameraComponent#frustum.
new Frustum(): Frustum
Create a new Frustum instance.
const frustum = new Frustum()
planes: Plane[] = [];
The six planes that make up the frustum.
clone(): Frustum
Returns a clone of the specified frustum.
A duplicate frustum.
const frustum = new Frustum()
const clone = frustum.clone()
containsPoint(point: Vec3): boolean
Tests whether a point is inside the frustum. Note that points lying in a frustum plane are considered to be outside the frustum.
The point to test.
boolean
True if the point is inside the frustum, false otherwise.
containsSphere(sphere: BoundingSphere): 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.
The sphere to test.
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.
copy(src: Frustum): Frustum
Copies the contents of a source frustum to a destination frustum.
A source frustum to copy to the destination frustum.
Self for chaining.
const src = entity.camera.frustum
const dst = new Frustum()
dst.copy(src)
setFromMat4(matrix: Mat4): void
Updates the frustum shape based on the supplied 4x4 matrix.
The matrix describing the shape of the frustum.
void
// Create a perspective projection matrix
const projection = Mat4()
projection.setPerspective(45, 16 / 9, 1, 1000)
// Create a frustum shape that is represented by the matrix
const frustum = new Frustum()
frustum.setFromMat4(projection)