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.

Constructors

Methods

  • 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.

  • 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

    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.

  • Updates the frustum shape based on the supplied 4x4 matrix.

    Parameters

    • matrix: Mat4

      The matrix describing the shape of the frustum.

    Returns void

    // 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);