The FromCorners
method creates a Frustum
object using four corner rays and specified near and far plane distances. This method is useful for constructing a frustum from a perspective view defined by its corner rays and depth range.
The FromCorners
method creates a Frustum
object using four corner rays and specified near and far plane distances. This method is useful for constructing a frustum from a perspective view defined by its corner rays and depth range.
To use the FromCorners
method, provide references to four Ray
objects representing the top-left, top-right, bottom-right, and bottom-left corners of the frustum. Additionally, specify the near and far plane distances as float
values. The method will return a Frustum
object that represents the volume defined by these parameters.
// Example of creating a Frustum using FromCorners method Ray topLeft = new Ray(new Vector3(-1, 1, 0), new Vector3(0, 0, -1)); Ray topRight = new Ray(new Vector3(1, 1, 0), new Vector3(0, 0, -1)); Ray bottomRight = new Ray(new Vector3(1, -1, 0), new Vector3(0, 0, -1)); Ray bottomLeft = new Ray(new Vector3(-1, -1, 0), new Vector3(0, 0, -1)); float nearPlane = 0.1f; float farPlane = 1000f; Frustum frustum = Frustum.FromCorners(ref topLeft, ref topRight, ref bottomRight, ref bottomLeft, nearPlane, farPlane); // The frustum can now be used for various operations, such as checking if objects are inside it.