GeometryUtility.CalculateFrustumPlanes
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### Description

Calculates frustum planes.

This function takes given camera's view frustum and returns six planes that form it.

JavaScript
`    // Creates 6 planes that represent the camera frustrum.    private var cam : Camera;    private var planes : Plane[];    function Start() {        cam = Camera.main;        planes = GeometryUtility.CalculateFrustumPlanes(cam);        for(var i : int = 0; i < planes.Length; i++) {            var p : GameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);            p.name = "Plane " + i.ToString();            p.transform.position = -planes[i].normal * planes[i].distance;            p.transform.rotation = Quaternion.FromToRotation(Vector3.up, planes[i].normal);        }    }`
`using UnityEngine;using System.Collections;public class example : MonoBehaviour {    private Camera cam;    private Plane[] planes;    void Start() {        cam = Camera.main;        planes = GeometryUtility.CalculateFrustumPlanes(cam);        int i = 0;        while (i < planes.Length) {            GameObject p = GameObject.CreatePrimitive(PrimitiveType.Plane);            p.name = "Plane " + i.ToString();            p.transform.position = -planes[i].normal * planes[i].distance;            p.transform.rotation = Quaternion.FromToRotation(Vector3.up, planes[i].normal);            i++;        }    }}`
`import UnityEngineimport System.Collectionsclass example(MonoBehaviour):    private cam as Camera    private planes as (Plane)    def Start():        cam = Camera.main        planes = GeometryUtility.CalculateFrustumPlanes(cam)        i as int = 0        while i < planes.Length:            p as GameObject = GameObject.CreatePrimitive(PrimitiveType.Plane)            p.name = ('Plane ' + i.ToString())            p.transform.position = ((-planes[i].normal) * planes[i].distance)            p.transform.rotation = Quaternion.FromToRotation(Vector3.up, planes[i].normal)            i++`

### Description

Calculates frustum planes.

This function returns six planes of a frustum defined by given view & projection matrix.