wgpu-matrix
    Preparing search index...

    Variable frustum

    frustum: <T extends BaseArgType = Float32Array<ArrayBufferLike>>(
        left: number,
        right: number,
        bottom: number,
        top: number,
        near: number,
        far: number,
        dst?: T,
    ) => T

    Type declaration

      • <T extends BaseArgType = Float32Array<ArrayBufferLike>>(
            left: number,
            right: number,
            bottom: number,
            top: number,
            near: number,
            far: number,
            dst?: T,
        ): T
      • Computes a 4-by-4 perspective transformation matrix given the left, right, top, bottom, near and far clipping planes. The arguments define a frustum extending in the negative z direction. The arguments near and far are the distances to the near and far clipping planes. Note that near and far are not z coordinates, but rather they are distances along the negative z-axis. The matrix generated sends the viewing frustum to the unit box. We assume a unit box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z dimension.

        Type Parameters

        Parameters

        • left: number

          The x coordinate of the left plane of the box.

        • right: number

          The x coordinate of the right plane of the box.

        • bottom: number

          The y coordinate of the bottom plane of the box.

        • top: number

          The y coordinate of the right plane of the box.

        • near: number

          The negative z coordinate of the near plane of the box.

        • far: number

          The negative z coordinate of the far plane of the box.

        • Optionaldst: T

          Output matrix. If not passed a new one is created.

        Returns T

        The perspective projection matrix.