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(): CameraFrustumNormalsInstance 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