camera | The camera with the view frustum that you want to calculate planes from. |
Plane[] The planes that form the camera's view frustum.
Calculates frustum planes.
This function takes the given camera's view frustum and returns six planes that form it.
Ordering: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far
See Also: Plane, GeometryUtility.TestPlanesAABB.
#pragma strict function Start() { // Calculate the planes from the main camera's view frustum var planes: Plane[] = GeometryUtility.CalculateFrustumPlanes(Camera.main); // Create a "Plane" GameObject aligned to each of the calculated planes for (var i: int = 0; i < 6; ++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 ExampleClass : MonoBehaviour { void Start() { // Calculate the planes from the main camera's view frustum Plane[] planes = GeometryUtility.CalculateFrustumPlanes(Camera.main);
// Create a "Plane" GameObject aligned to each of the calculated planes for (int i = 0; i < 6; ++i) { 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); } } }
camera | The camera with the view frustum that you want to calculate planes from. |
planes | An array of 6 Planes that will be overwritten with the calculated plane values. |
Calculates frustum planes.
This function takes the given camera's view frustum and returns six planes that form it. This is similar to the previous overload, except that instead of allocating a new array for the calculated planes, the function will use an array that you have provided. This array must always be exactly of length 6.
Ordering: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far
See Also: Plane, GeometryUtility.TestPlanesAABB.
worldToProjectionMatrix | A matrix that transforms from world space to projection space, from which the planes will be calculated. |
Plane[] The planes that enclose the projection space described by the matrix.
Calculates frustum planes.
This function returns six planes of a frustum defined by the given view & projection matrix.
See Also: Plane, GeometryUtility.TestPlanesAABB.
worldToProjectionMatrix | A matrix that transforms from world space to projection space, from which the planes will be calculated. |
planes | An array of 6 Planes that will be overwritten with the calculated plane values. |
Calculates frustum planes.
This function returns six planes of a frustum defined by the given view & projection matrix. This is similar to the previous overload, except that instead of allocating a new array for the calculated planes, the function will use an array that you have provided. This array must always be exactly of length 6.
See Also: Plane, GeometryUtility.TestPlanesAABB.