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Plane.SetNormalAndPosition

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public function SetNormalAndPosition(inNormal: Vector3, inPoint: Vector3): void;
public void SetNormalAndPosition(Vector3 inNormal, Vector3 inPoint);
public def SetNormalAndPosition(inNormal as Vector3, inPoint as Vector3) as void

Parameters

inNormal The plane's normal vector.
inPoint A point that lies on the plane.

Description

Sets a plane using a point that lies within it along with a normal to orient it.

Note that the normal must be a normalised vector.

var fieldLength: float;
var fieldWidth: float;
var goalLine1: Plane;
var goalLine2: Plane;
var leftSideLine: Plane;
var rightSideLine: Plane;

function Start () { // Set up goal lines of a playing field. goalLine1.SetNormalAndPosition(Vector3.forward, Vector3.forward * fieldLength / 2); goalLine1.SetNormalAndPosition(-Vector3.forward, -Vector3.forward * fieldLength / 2); // Set up side lines. leftSideLine.SetNormalAndPosition(-Vector3.right, -Vector3.right * fieldWidth / 2); leftSideLine.SetNormalAndPosition(Vector3.right, Vector3.right * fieldWidth / 2); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float fieldLength;
    public float fieldWidth;
    public Plane goalLine1;
    public Plane goalLine2;
    public Plane leftSideLine;
    public Plane rightSideLine;
    void Start() {
        goalLine1.SetNormalAndPosition(Vector3.forward, Vector3.forward * fieldLength / 2);
        goalLine1.SetNormalAndPosition(-Vector3.forward, -Vector3.forward * fieldLength / 2);
        leftSideLine.SetNormalAndPosition(-Vector3.right, -Vector3.right * fieldWidth / 2);
        leftSideLine.SetNormalAndPosition(Vector3.right, Vector3.right * fieldWidth / 2);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public fieldLength as float

	public fieldWidth as float

	public goalLine1 as Plane

	public goalLine2 as Plane

	public leftSideLine as Plane

	public rightSideLine as Plane

	def Start() as void:
		goalLine1.SetNormalAndPosition(Vector3.forward, ((Vector3.forward * fieldLength) / 2))
		goalLine1.SetNormalAndPosition(-Vector3.forward, (((-Vector3.forward) * fieldLength) / 2))
		leftSideLine.SetNormalAndPosition(-Vector3.right, (((-Vector3.right) * fieldWidth) / 2))
		leftSideLine.SetNormalAndPosition(Vector3.right, ((Vector3.right * fieldWidth) / 2))

See Also: Set3Points.