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Frustum[Class Summary]
horizontalFov
orthographicWidth
verticalFov
orthographicHeight
ctor
SetKind(...)
SetViewPlaneDistances(...)
SetFrame(pos,front,up)
SetPos(pos)
SetFront(front)
SetUp(up)
SetPerspective(...)
SetOrthographic(...)
Handedness()[const]
Type()[const]
ProjectiveSpace()[const]
Pos()[const]
Front()[const]
Up()[const]
NearPlaneDistance()[const]
FarPlaneDistance()[const]
HorizontalFov()[const]
VerticalFov()[const]
OrthographicWidth()[const]
OrthographicHeight()[const]
NumEdges()[const]
AspectRatio()[const]
SetHorizontalFovAndAspectRatio(...)
SetVerticalFovAndAspectRatio(...)
WorldRight()[const]
NearPlane()[const]
NearPlaneWidth()[const]
NearPlaneHeight()[const]
FarPlane()[const]
Left/Right/Top/BottomPlane()[const]
GetPlane(faceIndex)[const]
GetPlanes(outArray)[const]
CenterPoint()[const]
Edge(edgeIndex)[const]
CornerPoint(cornerIndex)[const]
GetCornerPoints(outPointArray)[const]
AnyPointFast()[const]
ExtremePoint(direction)[const] (+1 overload)
ProjectToAxis(...)[const]
UniqueFaceNormals(out)[const]
UniqueEdgeDirections(out)[const]
SetWorldMatrix(worldTransform)
WorldMatrix()[const]
ComputeWorldMatrix()[const]
ViewMatrix()[const]
ComputeViewMatrix()[const]
ProjectionMatrix()[const]
ComputeProjectionMatrix()[const]
ViewProjMatrix()[const]
ComputeViewProjMatrix()[const]
UnProject(x,y)[const] (+1 overload)
UnProjectFromNearPlane(x,y)[const]
UnProjectLineSegment(x,y)[const]
PointInside(x,y,z)[const] (+1 overload)
Project(point)[const]
NearPlanePos(x,y)[const] (+1 overload)
FarPlanePos(x,y)[const] (+1 overload)
IsFinite()[const]
Volume()[const]
FastRandomPointInside(rng)[const]
UniformRandomPointInside(rng)[const]
Translate(offset)
Transform(transform) (+3 overloads)
MinimalEnclosingAABB()[const]
MinimalEnclosingOBB(expandGuardband)[const]
ToPolyhedron()[const]
ToPBVolume()[const]
Contains(point)[const] (+7 overloads)
ClosestPoint(point)[const]
Distance(point)[const]
Intersects(ray)[const] (+11 overloads)
ToString()[const]
SerializeToString()[const]
ViewportToScreenSpace(...)[static] (+1 overload)
ScreenToViewportSpace(...)[static] (+1 overload)

Frustum::Distance

Syntax

float Frustum::Distance(const float4 &point) const; [5 lines of code]

Computes the distance between this Frustum and the given object.

This function finds the nearest pair of points on this and the given object, and computes their distance. If the two objects intersect, or one object is contained inside the other, the returned distance is zero.

See Also

Contains(), Intersects(), ClosestPoint().

Work in progress:

Todo: in float Frustum::Distance(const float4 &point) const:
Add Frustum::Distance(Line/Ray/LineSegment/Plane/Triangle/Polygon/Circle/Disc/AABB/OBB/Capsule/Frustum/Polyhedron).