DOMFrustum constructor
parameters used to create our DOMFrustum
Our 3D Object bounding box, i.e. size in world space before any transform. Usually defined by a Geometry
Oriented bounding Box3 in clip space.
A model view projection matrix defining transformations, usually from a ProjectedObject3D, to use for frustum calculations
The DOM bounding rectangle to check against, usually the renderer DOM Element bounding rectangle
Additional margins to add to containerBoundingRect
Computed rectangle in clip space/normalized device coordinates.
A DOM Element bounding rectangle representing the result of our boundingBox with the modelViewProjectionMatrix applied
Callback to run when the projectedBoundingRect reenters the view frustum
Callback to run when the projectedBoundingRect reenters the view frustum
Callback to run when the projectedBoundingRect leaves the view frustum
Callback to run when the projectedBoundingRect leaves the view frustum
Flag to indicate whether the given projectedBoundingRect is intersecting our view frustum
Get our DOM frustum bounding rectangle, i.e. our containerBoundingRect with the DOMFrustumMargins applied
Set our containerBoundingRect (called on resize)
new bounding rectangle
Applies all modelViewProjectionMatrix transformations to our boundingBox, i.e. apply OBB to document coordinates and set projectedBoundingRect.
Apply the bounding sphere in clip space to document coordinates and set projectedBoundingRect.
Check whether our projectedBoundingRect intersects with our DOMFrustumBoundingRect.
Used to check if a ProjectedObject3D is currently contained inside a DOM bounding rectangle.
Uses a model view projection matrix that contains both useful Object3D transforms and Camera projection information. The DOM bounding rectangle to check against usually is the renderer's DOMElement bounding rectangle, unless frustum margins are specified.