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REFERENCEthreejs

threejs Documentation

📖 INDEX

# scene
# object3d
# clock
# raycaster
# layers
# eventdispatcher
# bufferattribute
# buffergeometry
# perspectivecamera
# orthographiccamera
# cubecamera
# arraycamera
# stereocamera
# boxgeometry
# spheregeometry
# planegeometry
# cylindergeometry
# conegeometry
# torusgeometry
# torusknotgeometry
# circlegeometry
# ringgeometry
# shapegeometry
# extrudegeometry
# lathegeometry
# tubegeometry
# polyhedrongeometry
# icosahedrongeometry
# octahedrongeometry
# tetrahedrongeometry
# edgesgeometry
# wireframegeometry
# meshbasicmaterial
# meshlambertmaterial
# meshphongmaterial
# meshstandardmaterial
# meshphysicalmaterial
# meshtoonmaterial
# meshnormalmaterial
# meshmatcapmaterial
# meshdepthmaterial
# linebasicmaterial
# linedashedmaterial
# pointsmaterial
# spritematerial
# shadermaterial
# rawshadermaterial
# shadowmaterial
# ambientlight
# directionallight
# pointlight
# spotlight
# hemispherelight
# rectarealight
# textureloader
# gltfloader
# objloader
# fbxloader
# cubetextureloader
# audioloader
# fontloader
# fileloader
# imageloader
# objectloader
# webglrenderer
# webglrendertarget
# webglcuberendertarget
# css2drenderer
# css3drenderer
# svgrenderer
# vector2
# vector3
# vector4
# matrix3
# matrix4
# quaternion
# euler
# color
# mathutils
# box2
# box3
# sphere
# ray
# plane
# line3
# frustum
# axeshelper
# gridhelper
# boxhelper
# camerahelper
# directionallighthelper
# pointlighthelper
# spotlighthelper
# hemispherelighthelper
# skeletonhelper
# polargridhelper
# arrowhelper
# planehelper
# orbitcontrols
# flycontrols
# firstpersoncontrols
# pointerlockcontrols
# transformcontrols
# trackballcontrols
# dragcontrols
# deviceorientationcontrols
# mapcontrols
# texture
# datatexture
# canvastexture
# videotexture
# cubetexture
# datatexture3d
# compressedtexture
# depthtexture
# animationmixer
# animationclip
# keyframetrack
# animationaction
# propertybinding
# animationobjectgroup
# mesh
# points
# line
# lineloop
# linesegments
# group
# sprite
# bone
# skeleton
# skinnedmesh
# lod
# instancedmesh
LOADING ENGINE...

Frustum

THREE.JS REFERENCE // frustum

Frustums are used to determine what is inside the camera's field of view.

Syntax

const frustum = new THREE.Frustum();

Visual Explanation

THREE.JS RENDERING PIPELINE [Scene Graph] | +-- Mesh (Geometry + Material) | | | +-- Frustum() | [WebGL Renderer] | +-- Vertex Shader -> Fragment Shader -> Screen

Performance

GPU / CPU Overhead

In 3D graphics, instancing and managing GPU memory is critical. Mismanaging Frustum can lead to an excess of draw calls or memory leaks, severely dropping the frames per second (FPS).

Examples

Example 01Basic Usage
const frustum = new THREE.Frustum();

Real-world Use Cases

Interactive 3D Environments
import * as THREE from 'three';

const scene = new THREE.Scene();
// Using Frustum in a scene setup
const instance = new Frustum();
scene.add(instance);

Common Mistakes

X Re-instantiating Geometries, Materials or Frustum inside the render loop.

Always instantiate objects outside the render loop and reuse them or update their properties dynamically.

// Bad
function animate() {
    const item = new Frustum(); // Memory leak!
    requestAnimationFrame(animate);
}

// Good
const item = new Frustum();
function animate() {
    item.rotation.y += 0.01;
    requestAnimationFrame(animate);
}

When NOT to use it

Scenario

When standard 2D Canvas or simple DOM elements suffice.

Alternative

Three.js and WebGL bring significant overhead. Don't use them for basic UI elements or static 2D images.

Differences

FunctionDifference
Raw WebGLWriting raw WebGL requires hundreds of lines of boilerplate just to draw a triangle. Frustum abstracts the underlying matrix math and buffer handling into a friendly API.

Best Practices

  • Consult the official Three.js documentation for deeper understanding.
  • Be mindful of performance when creating many objects or geometries.

Interview Question

How do you optimize a scene that heavily relies on Frustum?

Hint: Think about InstancedMesh, merged geometries, and reducing draw calls.

You should aim to minimize draw calls by merging geometries if they share the same material, using InstancedMesh for identical objects, and properly calling .dispose() on materials/geometries when they are no longer needed to free GPU memory.

Exercises

HardCreate a scene utilizing Frustum while keeping the FPS above 60.
View Solution
const instance = new Frustum();
// Proper disposal logic
window.addEventListener('unload', () => {
    instance.dispose();
});

Related Functions

THREE.SceneTHREE.WebGLRendererTHREE.PerspectiveCameraTHREE.Mesh