# FrustumArray FrustumArray is used to determine if an object is visible in at least one camera from an array of cameras. This is particularly useful for multi-view renderers. ## Constructor ### new FrustumArray() Constructs a new frustum array. ## Properties ### .coordinateSystem : WebGLCoordinateSystem | WebGPUCoordinateSystem The coordinate system to use. Default is `WebGLCoordinateSystem`. ## Methods ### .clone() : FrustumArray Returns a new frustum array with copied values from this instance. **Returns:** A clone of this instance. ### .containsPoint( point : Vector3 ) : boolean Returns `true` if the given point lies within any cached frustum. [FrustumArray#setFromArrayCamera](FrustumArray.html#setFromArrayCamera) must be called once per render before this method. **point** The point to test. **Returns:** Whether the point is visible in any camera. ### .copy( frustumArray : FrustumArray ) : FrustumArray Copies the values of the given frustum array to this instance. **frustumArray** The frustum array to copy. **Returns:** A reference to this frustum array. ### .intersectsBox( box : Box3 ) : boolean Returns `true` if the given bounding box is intersecting any cached frustum. [FrustumArray#setFromArrayCamera](FrustumArray.html#setFromArrayCamera) must be called once per render before this method. **box** The bounding box to test. **Returns:** Whether the box is visible in any camera. ### .intersectsObject( object : Object3D ) : boolean Returns `true` if the 3D object's bounding sphere is intersecting any cached frustum. [FrustumArray#setFromArrayCamera](FrustumArray.html#setFromArrayCamera) must be called once per render before this method. **object** The 3D object to test. **Returns:** Whether the 3D object is visible in any camera. ### .intersectsSphere( sphere : Sphere ) : boolean Returns `true` if the given bounding sphere is intersecting any cached frustum. [FrustumArray#setFromArrayCamera](FrustumArray.html#setFromArrayCamera) must be called once per render before this method. **sphere** The bounding sphere to test. **Returns:** Whether the sphere is visible in any camera. ### .intersectsSprite( sprite : Sprite ) : boolean Returns `true` if the given sprite is intersecting any cached frustum. [FrustumArray#setFromArrayCamera](FrustumArray.html#setFromArrayCamera) must be called once per render before this method. **sprite** The sprite to test. **Returns:** Whether the sprite is visible in any camera. ### .setFromArrayCamera( cameraArray : ArrayCamera ) : FrustumArray Computes and caches a frustum for each camera of the given array camera. **cameraArray** The array camera whose sub-cameras define the frustums. **Returns:** A reference to this frustum array. ## Source [src/math/FrustumArray.js](https://github.com/mrdoob/three.js/blob/master/src/math/FrustumArray.js)