In ThreeJS, Object3D objects have a built-in function to determine if they are within the camera's view - Object3D.frustumCulled.
Is there a way to access and retrieve the result of the "Object3D.frustumCulled" check?
In ThreeJS, Object3D objects have a built-in function to determine if they are within the camera's view - Object3D.frustumCulled.
Is there a way to access and retrieve the result of the "Object3D.frustumCulled" check?
Frustum culling is managed internally, but you can utilize your own Frustum instance derived from a ViewProjectionMatrix that is computed based on your Camera. It will be necessary to update the Frustum whenever there is a change in the Camera.
To create/update a Frustum, you can follow this approach:
function updateFrustum(camera: THREE.Camera): THREE.Frustum {
const frustum = new THREE.Frustum();
const cameraViewProjectionMatrix = new THREE.Matrix4();
camera.updateMatrixWorld();
camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
cameraViewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
frustum.setFromProjectionMatrix(cameraViewProjectionMatrix);
return frustum;
}
By doing this, you can use Frustum.intersectsObject(object3d) to check for intersections with your scene objects.
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
...
function animate() {
requestAnimationFrame(animate);
const frustum = updateFrustum(camera);
scene.traverse((object) => {
if (frustum.intersectsObject(object)) {
// manage object culling
}
});
}
I trust this explanation is beneficial to you.
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