计算视锥体平面。
This function takes given camera's view frustum and returns six planes
that form it.
排序:[0] = 左、[1] = 右、[2] = 下、[3] = 上、[4] = 近、[5] = 远
另请参阅:Plane、GeometryUtility.TestPlanesAABB。
using UnityEngine; using System.Collections;
public class ExampleClass : 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++; } } }
计算视锥体平面。
This function returns six planes of a frustum defined by given view & projection matrix.
另请参阅:Plane、GeometryUtility.TestPlanesAABB。