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Frustum (libgdx API)
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com.badlogic.gdx.math
</FONT>
<BR>
Class Frustum
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.math.Frustum
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>Frustum
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
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<CODE>protected static
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A>[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#clipSpacePlanePoints">clipSpacePlanePoints
</A></B></CODE>
<BR>
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<CODE>protected static
float[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#clipSpacePlanePointsArray">clipSpacePlanePointsArray
</A></B></CODE>
<BR>
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<CODE> <A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A>[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#planePoints">planePoints
</A></B></CODE>
<BR>
eight points making up the near and far clipping "rectangles".
</TD>
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<CODE>protected
float[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#planePointsArray">planePointsArray
</A></B></CODE>
<BR>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../com/badlogic/gdx/math/Plane.html" title="class in com.badlogic.gdx.math">Plane
</A>[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#planes">planes
</A></B></CODE>
<BR>
the six clipping planes, near, far, left, right, top, bottm
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#Frustum()">Frustum
</A></B>()
</CODE>
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<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#boundsInFrustum(com.badlogic.gdx.math.collision.BoundingBox)">boundsInFrustum
</A></B>(
<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox
</A> bounds)
</CODE>
<BR>
Returns whether the given
<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox
</CODE></A> is in the frustum.
</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#pointInFrustum(com.badlogic.gdx.math.Vector3)">pointInFrustum
</A></B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> point)
</CODE>
<BR>
Returns whether the point is in the frustum.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#sphereInFrustum(com.badlogic.gdx.math.Vector3, float)">sphereInFrustum
</A></B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> center,
float
radius)
</CODE>
<BR>
Returns whether the given sphere is in the frustum.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#sphereInFrustumWithoutNearFar(com.badlogic.gdx.math.Vector3, float)">sphereInFrustumWithoutNearFar
</A></B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> center,
float
radius)
</CODE>
<BR>
Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping plane.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/math/Frustum.html#update(com.badlogic.gdx.math.Matrix4)">update
</A></B>(
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> inverseProjectionView)
</CODE>
<BR>
Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g.
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</CODE></TD>
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<A NAME="clipSpacePlanePoints"><!-- --></A><H3>
clipSpacePlanePoints
</H3>
<PRE>
protected static final
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A>[]
<B>clipSpacePlanePoints
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="clipSpacePlanePointsArray"><!-- --></A><H3>
clipSpacePlanePointsArray
</H3>
<PRE>
protected static final float[]
<B>clipSpacePlanePointsArray
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="planes"><!-- --></A><H3>
planes
</H3>
<PRE>
public final
<A HREF="../../../../com/badlogic/gdx/math/Plane.html" title="class in com.badlogic.gdx.math">Plane
</A>[]
<B>planes
</B></PRE>
<DL>
<DD>the six clipping planes, near, far, left, right, top, bottm
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="planePoints"><!-- --></A><H3>
planePoints
</H3>
<PRE>
public final
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A>[]
<B>planePoints
</B></PRE>
<DL>
<DD>eight points making up the near and far clipping "rectangles". order is counter clockwise, starting at bottom left
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="planePointsArray"><!-- --></A><H3>
planePointsArray
</H3>
<PRE>
protected final float[]
<B>planePointsArray
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
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<A NAME="Frustum()"><!-- --></A><H3>
Frustum
</H3>
<PRE>
public
<B>Frustum
</B>()
</PRE>
<DL>
</DL>
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<A NAME="update(com.badlogic.gdx.math.Matrix4)"><!-- --></A><H3>
update
</H3>
<PRE>
public void
<B>update
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</A> inverseProjectionView)
</PRE>
<DL>
<DD>Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g. from an
<A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html" title="class in com.badlogic.gdx.graphics"><CODE>OrthographicCamera
</CODE></A> or
<A HREF="../../../../com/badlogic/gdx/graphics/PerspectiveCamera.html" title="class in com.badlogic.gdx.graphics"><CODE>PerspectiveCamera
</CODE></A>.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>inverseProjectionView
</CODE> - the combined projection and view matrices.
</DL>
</DD>
</DL>
<HR>
<A NAME="pointInFrustum(com.badlogic.gdx.math.Vector3)"><!-- --></A><H3>
pointInFrustum
</H3>
<PRE>
public boolean
<B>pointInFrustum
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> point)
</PRE>
<DL>
<DD>Returns whether the point is in the frustum.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>point
</CODE> - The point
<DT><B>Returns:
</B><DD>Whether the point is in the frustum.
</DL>
</DD>
</DL>
<HR>
<A NAME="sphereInFrustum(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
sphereInFrustum
</H3>
<PRE>
public boolean
<B>sphereInFrustum
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> center,
float
radius)
</PRE>
<DL>
<DD>Returns whether the given sphere is in the frustum.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>center
</CODE> - The center of the sphere
<DD><CODE>radius
</CODE> - The radius of the sphere
<DT><B>Returns:
</B><DD>Whether the sphere is in the frustum
</DL>
</DD>
</DL>
<HR>
<A NAME="sphereInFrustumWithoutNearFar(com.badlogic.gdx.math.Vector3, float)"><!-- --></A><H3>
sphereInFrustumWithoutNearFar
</H3>
<PRE>
public boolean
<B>sphereInFrustumWithoutNearFar
</B>(
<A HREF="../../../../com/badlogic/gdx/math/Vector3.html" title="class in com.badlogic.gdx.math">Vector3
</A> center,
float
radius)
</PRE>
<DL>
<DD>Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping plane.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>center
</CODE> - The center of the sphere
<DD><CODE>radius
</CODE> - The radius of the sphere
<DT><B>Returns:
</B><DD>Whether the sphere is in the frustum
</DL>
</DD>
</DL>
<HR>
<A NAME="boundsInFrustum(com.badlogic.gdx.math.collision.BoundingBox)"><!-- --></A><H3>
boundsInFrustum
</H3>
<PRE>
public boolean
<B>boundsInFrustum
</B>(
<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision">BoundingBox
</A> bounds)
</PRE>
<DL>
<DD>Returns whether the given
<A HREF="../../../../com/badlogic/gdx/math/collision/BoundingBox.html" title="class in com.badlogic.gdx.math.collision"><CODE>BoundingBox
</CODE></A> is in the frustum.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>bounds
</CODE> - The bounding box
<DT><B>Returns:
</B><DD>Whether the bounding box is in the frustum
</DL>
</DD>
</DL>
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