Back to class index
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::Transform

Syntax

void Frustum::Transform(const float3x3 &transform); [15 lines of code]
void Frustum::Transform(const float3x4 &transform); [15 lines of code]
void Frustum::Transform(const float4x4 &transform); [5 lines of code]
void Frustum::Transform(const Quat &transform); [4 lines of code]

Applies a transformation to this Frustum.

Parameters

const float3x3 &transformThe transformation to apply to this Frustum. This transformation must be affine, and must contain an orthogonal set of column vectors (may not contain shear or projection). The transformation can only contain uniform scale, and may not contain mirroring.

See Also

Translate(), Scale(), classes float3x3, float3x4, float4x4, Quat.