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<h1>[name]</h1>
<p class="desc">
[link:http://en.wikipedia.org/wiki/Frustum Frustums] are used to determine what is
inside the camera's field of view. They help speed up the rendering process - object which lie
outside a camera's frustum can safely be excluded from rendering.<br /><br />
This class is mainly intended for use internally by a renderer for calculating
a [page:Camera camera] or [page:LightShadow.camera shadowCamera]'s frustum.
</p>
<h2>Constructor</h2>
<h3>[name]([param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5])</h3>
<p>
[page:Plane p0] - (optional) defaults to a new [page:Plane].<br />
[page:Plane p1] - (optional) defaults to a new [page:Plane].<br />
[page:Plane p2] - (optional) defaults to a new [page:Plane].<br />
[page:Plane p3] - (optional) defaults to a new [page:Plane].<br />
[page:Plane p4] - (optional) defaults to a new [page:Plane].<br />
[page:Plane p5] - (optional) defaults to a new [page:Plane].<br /><br />
Creates a new [name].
</p>
<h2>Properties</h2>
<h3>[property:Array planes]</h3>
<p>Array of 6 [page:Plane planes].</p>
<h2>Methods</h2>
<h3>[method:Frustum clone]()</h3>
<p>Return a new Frustum with the same parameters as this one.</p>
<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
<p>
[page:Vector3 point] - [page:Vector3] to test.<br /><br />
Checks to see if the frustum contains the [page:Vector3 point].
</p>
<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
<p>
[page:Frustum frustum] - The frustum to copy<br /><br />
Copies the properties of the passed [page:Frustum frustum] into this one.
</p>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<p>
[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
Return true if [page:Box3 box] intersects with this frustum.
</p>
<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
<p>
Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
Note that the object must have a [page:Geometry] or [page:BufferGeometry] so that the bounding sphere
can be calculated.
</p>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<p>
[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
Return true if [page:Sphere sphere] intersects with this frustum.
</p>
<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
<p>
Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
</p>
<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
<p>
Sets the current frustum from the passed planes. No plane order is implicitely implied.<br>
Please note that this method only copies the values from the given objects.
</p>
<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
<p>
[page:Matrix4 matrix] - [page:Matrix4] used to set the [page:.planes planes]<br /><br />
This is used by the [page:WebGLRenderer] to set up the Frustum from a [page:Camera Camera]'s
[page:Camera.projectionMatrix projectionMatrix] and [page:Camera.matrixWorldInverse matrixWorldInverse].
</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
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