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Fixed mispelled "frustum"
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Assets/MixedRealityToolkit/Extensions/CameraExtensions.cs

Lines changed: 11 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -41,31 +41,31 @@ public static bool IsInFOV(this Camera camera, Vector3 position)
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}
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/// <summary>
44-
/// Gets the frustrum size at a given distance from the camera.
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/// Gets the frustum size at a given distance from the camera.
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/// </summary>
46-
/// <param name="camera">The camera to get the frustrum size for</param>
47-
/// <param name="distanceFromCamera">The distance from the camera to get the frustrum size at</param>
46+
/// <param name="camera">The camera to get the frustum size for</param>
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/// <param name="distanceFromCamera">The distance from the camera to get the frustum size at</param>
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/// <returns></returns>
49-
public static Vector2 GetFrustrumSizeForDistance(this Camera camera, float distanceFromCamera)
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public static Vector2 GetFrustumSizeForDistance(this Camera camera, float distanceFromCamera)
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{
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Vector2 frustrumSize = new Vector2
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Vector2 frustumSize = new Vector2
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{
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y = 2.0f * distanceFromCamera * Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad)
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};
55-
frustrumSize.x = frustrumSize.y * camera.aspect;
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frustumSize.x = frustumSize.y * camera.aspect;
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57-
return frustrumSize;
57+
return frustumSize;
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}
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/// <summary>
61-
/// Gets the distance to the camera that a specific frustrum height would be at.
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/// Gets the distance to the camera that a specific frustum height would be at.
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/// </summary>
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/// <param name="camera">The camera to get the distance from</param>
64-
/// <param name="frustrumHeight">The frustrum height</param>
64+
/// <param name="frustumHeight">The frustum height</param>
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/// <returns></returns>
66-
public static float GetDistanceForFrustrumHeight(this Camera camera, float frustrumHeight)
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public static float GetDistanceForFrustumHeight(this Camera camera, float frustumHeight)
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{
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return frustrumHeight * 0.5f / Mathf.Max(0.00001f, Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad));
68+
return frustumHeight * 0.5f / Mathf.Max(0.00001f, Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad));
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}
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}
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}

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