Frustum - Verge3D User Manual - Soft8Soft
Description: Learn how to use Frustum in your interactive 3D apps made with Verge3D

# Frustum

Frustums are used to determine what is inside the camera's field of view. They help speed up the rendering process - objects which lie outside a camera's frustum can safely be excluded from rendering.

This class is mainly intended for use internally by a renderer for calculating a camera or shadowCamera's frustum.

## Constructor

### Frustum(p0 : Plane, p1 : Plane, p2 : Plane, p3 : Plane, p4 : Plane, p5 : Plane)

- p0 — (optional) defaults to a new Plane.
- p1 — (optional) defaults to a new Plane.
- p2 — (optional) defaults to a new Plane.
- p3 — (optional) defaults to a new Plane.
- p4 — (optional) defaults to a new Plane.
- p5 — (optional) defaults to a new Plane.

Creates a new Frustum.

## Properties

### # .planes : Array

Array of 6 planes.

## Methods

### # .clone() → Frustum

Return a new Frustum with the same parameters as this one.

### # .containsPoint(point : Vector3) → Boolean

point — Vector3 to test.

Checks to see if the frustum contains the point.

### # .copy(frustum : Frustum) → this

frustum — The frustum to copy.

Copies the properties of the passed frustum into this one.

### # .intersectsBox(box : Box3) → Boolean

box - Box3 to check for intersection.

Return `true` if box intersects with this frustum.

### # .intersectsObject(object : Object3D) → Boolean

Checks whether the object's bounding sphere is intersecting the Frustum.

Note that the object must have a geometry so that the bounding sphere can be calculated.

### # .intersectsSphere(sphere : Sphere) → Boolean

sphere — Sphere to check for intersection.

Return `true` if sphere intersects with this frustum.

### # .intersectsSprite(sprite : Sprite) → Boolean

Checks whether the sprite is intersecting the Frustum.

### # .set(p0 : Plane, p1 : Plane, p2 : Plane, p3 : Plane, p4 : Plane, p5 : Plane) → this

Sets the frustum from the passed planes. No plane order is implied. Note that this method only copies the values from the given objects.

### # .setFromProjectionMatrix(matrix : Matrix4) → this

matrix — Projection Matrix4 used to set the planes.

Sets the frustum planes from the projection matrix.

## Source

For more info on how to obtain the source code of this module see this page.