CameraFrustumNormals

Properties

  • top (BGE.Math.Vector)
  • bottom (BGE.Math.Vector)
  • left (BGE.Math.Vector)
  • right (BGE.Math.Vector)
  • near (BGE.Math.Vector)

Constructor

new CameraFrustumNormals(): CameraFrustumNormals

Instance Methods

setNormals( cameraOrientation: BGE.Math.Vector, fovDegrees: float, fovDegressVertical: float, cameraUp: BGE.Math.Vector, cameraRight: BGE.Math.Vector, ): void

Builds each frustum side as a true inward-pointing plane normal, not the boundary edge direction the normal is perpendicular to (see issue #70). Each normal is the forward vector rotated, about the axis that plane hinges on, by (halfFOV - 90deg): halfway to the edge and then a further quarter turn past it, landing perpendicular to that edge and tilted back inward. top/bottom hinge on cameraRight and use the vertical FOV; left/right hinge on cameraUp and use the horizontal FOV - swapping either pairing silently wronged this at any FOV but 90, where the two happen to coincide.

Parameters

  • cameraOrientation (BGE.Math.Vector)
  • fovDegrees (float)
  • fovDegressVertical (float)
  • cameraUp (BGE.Math.Vector)
  • cameraRight (BGE.Math.Vector)

Returns

  • void