- contains
Point (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

- point: Vec3
The point to test.

#### Returns boolean

True if the point is inside the frustum, false otherwise.

- point: Vec3

- contains
Sphere (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

- sphere: BoundingSphere
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.

- sphere: BoundingSphere

- set
From (matrix): voidMat4 Updates the frustum shape based on the supplied 4x4 matrix.

#### Parameters

- matrix: Mat4
The matrix describing the shape of the frustum.

#### Returns void

#### 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);- matrix: Mat4

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.