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.
Constructs a new frustum array.
The coordinate system to use.
Default is WebGLCoordinateSystem.
Returns a new frustum array with copied values from this instance.
Returns: A clone of this instance.
Returns true if the given point lies within any cached frustum.
FrustumArray#setFromArrayCamera must be called once per render before this method.
point
The point to test.
Returns: Whether the point is visible in any camera.
Copies the values of the given frustum array to this instance.
frustumArray
The frustum array to copy.
Returns: A reference to this frustum array.
Returns true if the given bounding box is intersecting any cached frustum.
FrustumArray#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.
Returns true if the 3D object's bounding sphere is intersecting any cached frustum.
FrustumArray#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.
Returns true if the given bounding sphere is intersecting any cached frustum.
FrustumArray#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.
Returns true if the given sprite is intersecting any cached frustum.
FrustumArray#setFromArrayCamera must be called once per render before this method.
sprite
The sprite to test.
Returns: Whether the sprite is visible in any camera.
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.