## Libraries.Compute.Frustum Documentation

A Frustum is a truncated rectangular pyramid (i.e., a pyramid with the top chopped off) used to define the viewable region and its projection onto the screen.

Inherits from: Libraries.Language.Object

### Variables Table

VariablesDescription
Libraries.Containers.Array planes
Libraries.Containers.Array planePoints

## Actions Documentation

### Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

#### Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

``````Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
``````

### Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

#### Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

``````use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
``````

### GetHashCode()

This action gets the hash code for an object.

#### Return

integer: The integer hash code of the object.

Example

``````Object o
integer hash = o:GetHashCode()
``````

### PointInFrustum(number x, number y, number z)

This action determines wither the point with the passed x, y, and z coordinates lies in the frustum.

#### Parameters

• number x: The x component of the point to test
• number y: The y component of the point to test
• number z: The z component of the point to test

#### Return

boolean: true if the point is in the frustum, false otherwise

### PointInFrustum(Libraries.Compute.Vector3 point)

This action determines whether the passed point lies in the frustum.

#### Return

boolean: true if the point is in the frustum, false otherwise

### SphereInFrustum(number x, number y, number z, number radius)

This action determines whether the sphere with its center at the passed x, y, and z coordinates and radius lies in the frustum.

#### Parameters

• number x: The x coordinate of the center of the sphere
• number y: The y coordinate of the center of the sphere
• number z: The z coordinate of the center of the sphere

#### Return

boolean: true if the sphere lies in the frustum, false otherwise

This action determines whether the sphere with the passed center and radius lies in the frustum.

#### Return

boolean: true if the sphere lies in the frustum, false otherwise

### SphereInFrustumWithoutNearFar(number x, number y, number z, number radius)

This action determines whether the sphere with the passed center and radius lies within the frustum without checking whether it is behind the near and far clipping plane.

#### Parameters

• number x: The x coordinate of the center of the sphere
• number y: The y coordinate of the center of the sphere
• number z: The z coordinate of the center of the sphere

#### Return

boolean: true if the sphere is in the frustum, false otherwise

This action determines whether the sphere with the passed center and radius lies within the frustum without checking whether it is behind the near and far clipping plane.

#### Return

boolean: true if the sphere is in the frustum, false otherwise

### Update(Libraries.Compute.Matrix4 inverseProjectionView)

This action updates the clipping planes based on the given inverse combined projection and view matrix, like one gotten from an orthographic or perspective camera