static Frustum FromCorners( Ray& tl, Ray& tr, Ray& br, Ray& bl, float near, float far )

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Description

The FromCorners method creates a Frustum object using four rays that define the corners of the frustum and two distances that define the near and far planes. This method is useful for constructing a frustum when you have the corner rays and need to define the depth of the frustum with the near and far plane distances.

Usage

To use the FromCorners method, you need to provide four rays representing the top-left, top-right, bottom-right, and bottom-left corners of the frustum. Additionally, you must specify the near and far plane distances as floating-point values. The method will return a Frustum object that can be used for various spatial calculations, such as visibility testing or collision detection.

Example

// Example of using the FromCorners method to create a Frustum
Ray topLeftRay = new Ray(new Vector3(-1, 1, 0), new Vector3(0, 0, -1));
Ray topRightRay = new Ray(new Vector3(1, 1, 0), new Vector3(0, 0, -1));
Ray bottomRightRay = new Ray(new Vector3(1, -1, 0), new Vector3(0, 0, -1));
Ray bottomLeftRay = new Ray(new Vector3(-1, -1, 0), new Vector3(0, 0, -1));

float nearPlane = 0.1f;
float farPlane = 1000f;

Frustum frustum = Frustum.FromCorners(ref topLeftRay, ref topRightRay, ref bottomRightRay, ref bottomLeftRay, nearPlane, farPlane);

// Now you can use the frustum for various operations, such as checking if a point is inside the frustum
Vector3 point = new Vector3(0, 0, -5);
bool isInside = frustum.IsInside(ref point);