Matrix4d.frustumAabb

Compute the axis-aligned bounding box of the frustum described by <code>this</code> matrix and store the minimum corner coordinates in the given <code>min</code> and the maximum corner coordinates in the given <code>max</code> vector. <p> The matrix <code>this</code> is assumed to be the {@link #invert() inverse} of the origial view-projection matrix for which to compute the axis-aligned bounding box in world-space. <p> The axis-aligned bounding box of the unit frustum is <code>(-1, -1, -1)</code>, <code>(1, 1, 1)</code>.

@param min will hold the minimum corner coordinates of the axis-aligned bounding box @param max will hold the maximum corner coordinates of the axis-aligned bounding box @return this

struct Matrix4d
ref public return
frustumAabb

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