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BoundedPlane.GetCorners

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public method GetCorners(out p0: Vector3, out p1: Vector3, out p2: Vector3, out p3: Vector3): void;
public void GetCorners(out Vector3 p0, out Vector3 p1, out Vector3 p2, out Vector3 p3);

Parameters

p0The vertex of the first corner.
p1The vertex of the second corner.
p2The vertex of the third corner.
p3The vertex of the fourth corner.

Description

Outputs four points, in device space, representing the four corners of the plane. The corners are in clockwise order.

"Clockwise" winding means the plane's four vertices p0, p1, p2, and p3 rotate clockwise around the plane's center. Viewing the plane from a perspective where the vertices appear in this order would be considered the "front" of the plane. The cross product Vector3.Cross(p1 - p0, p3 - p0) will be in the same direction as BoundedPlane.Normal.

Meshes also use clockwise winding.

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