Version: 2020.3
LanguageEnglish
• C#

GeometryUtility.CalculateFrustumPlanes

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Declaration

public static Plane[] CalculateFrustumPlanes(Camera camera);

Parameters

 camera The camera with the view frustum that you want to calculate planes from.

Returns

Plane[] The planes that form the camera's view frustum.

Description

Calculates frustum planes.

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

Ordering:  = Left,  = Right,  = Down,  = Up,  = Near,  = Far

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); } } }

Declaration

public static void CalculateFrustumPlanes(Camera camera, Plane[] planes);

Parameters

 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.

Description

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:  = Left,  = Right,  = Down,  = Up,  = Near,  = Far

Declaration

public static Plane[] CalculateFrustumPlanes(Matrix4x4 worldToProjectionMatrix);

Parameters

 worldToProjectionMatrix A matrix that transforms from world space to projection space, from which the planes will be calculated.

Returns

Plane[] The planes that enclose the projection space described by the matrix.

Description

Calculates frustum planes.

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

Declaration

public static void CalculateFrustumPlanes(Matrix4x4 worldToProjectionMatrix, Plane[] planes);

Parameters

 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.

Description

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.