How does clipping work in three.js frustum?

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I'm learning three.js's frustum by modifying the example in Scene Graph below.

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 40;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 1000;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 50, 0);
  camera.up.set(0, 0, 1);
  camera.lookAt(0, 0, 0);

  const scene = new THREE.Scene();

  {
    const color = 0xFFFFFF;
    const intensity = 3;
    const light = new THREE.PointLight(color, intensity);
    scene.add(light);
  }

  // an array of objects who's rotation to update
  const objects = [];

  const radius = 1;
  const widthSegments = 6;
  const heightSegments = 6;
  const sphereGeometry = new THREE.SphereGeometry(
      radius, widthSegments, heightSegments);

  const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00});
  const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial);
  sunMesh.scale.set(5, 5, 5);
  scene.add(sunMesh);
  objects.push(sunMesh);

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj) => {
      obj.rotation.y = time;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
<canvas id="c"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.144.0/three.min.js"></script>

Settings:

  • A sphere at the origin with radius = 1.
  • A camera positioned at y = 50, looking towards the origin, with the UP direction as (0,0,1).
  • Its frustum has fov = 40, aspect = 2, near = 0.1 and far = 1000.

I changed two parameters:

  • near: 0.1 → 48
  • far: 1000 → 52.

I'm expecting the sphere being contained inside the frustum, but why is the sphere's top part truncated?

sphere in frustum

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 40;
  const aspect = 2;  // the canvas default
  const near = 48;
  const far = 52;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 50, 0);
  camera.up.set(0, 0, 1);
  camera.lookAt(0, 0, 0);

  const scene = new THREE.Scene();

  {
    const color = 0xFFFFFF;
    const intensity = 3;
    const light = new THREE.PointLight(color, intensity);
    scene.add(light);
  }

  // an array of objects who's rotation to update
  const objects = [];

  const radius = 1;
  const widthSegments = 6;
  const heightSegments = 6;
  const sphereGeometry = new THREE.SphereGeometry(
      radius, widthSegments, heightSegments);

  const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00});
  const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial);
  sunMesh.scale.set(5, 5, 5);
  scene.add(sunMesh);
  objects.push(sunMesh);

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj) => {
      obj.rotation.y = time;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
<canvas id="c"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.144.0/three.min.js"></script>

1 Answers

Thanks to WestLangley's comment, I've found out the answer: the property Object3D.scale is a 3D vector that scales the object locally. Mesh is a subclass of Object3D. In my modified example above, the "sphere" (a hexagon in fact) is scaled to 5×. I commented out this line, so that there's no scaling (default factor 1×), and I observed that the "sphere" is contained inside the frustum.

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 10;
  const aspect = 2;  // the canvas default
  const near = 49;
  const far = 51;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 50, 0);
  camera.up.set(0, 0, 1);
  camera.lookAt(0, 0, 0);

  const scene = new THREE.Scene();

  {
    const color = 0xFFFFFF;
    const intensity = 3;
    const light = new THREE.PointLight(color, intensity);
    scene.add(light);
  }

  // an array of objects who's rotation to update
  const objects = [];

  const radius = 1;
  const widthSegments = 6;
  const heightSegments = 6;
  const sphereGeometry = new THREE.SphereGeometry(
      radius, widthSegments, heightSegments);

  const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00});
  const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial);
  //sunMesh.scale.set(5, 5, 5);
  scene.add(sunMesh);
  objects.push(sunMesh);

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj) => {
      obj.rotation.y = time;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
<canvas id="c"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.144.0/three.min.js"></script>

To check my understanding, I reduced the distance between near and the center of the "sphere" by 0.3, and I observed a hole as expected.

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 10;
  const aspect = 2;  // the canvas default
  const near = 49.3;
  const far = 50.7;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 50, 0);
  camera.up.set(0, 0, 1);
  camera.lookAt(0, 0, 0);

  const scene = new THREE.Scene();

  {
    const color = 0xFFFFFF;
    const intensity = 3;
    const light = new THREE.PointLight(color, intensity);
    scene.add(light);
  }

  // an array of objects who's rotation to update
  const objects = [];

  const radius = 1;
  const widthSegments = 6;
  const heightSegments = 6;
  const sphereGeometry = new THREE.SphereGeometry(
      radius, widthSegments, heightSegments);

  const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00});
  const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial);
  //sunMesh.scale.set(5, 5, 5);
  scene.add(sunMesh);
  objects.push(sunMesh);

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj) => {
      obj.rotation.y = time;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
html, body {
  height: 100%;
  margin: 0;
}
#c {
  width: 100%;
  height: 100%;
  display: block;
}
<canvas id="c"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.144.0/three.min.js"></script>

Remark: I'm answering my own question in order to clear it from the unanswered queue.

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