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Plane

struct in UnityEngine

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Descripción

Representation of a plane in 3D space.

A plane is an infinitely large, flat surface that exists in 3D space and divides the space into two halves known as half-spaces. It is easy to determine which of the two half-spaces a particular point is in and also how far the point is from the plane. Walls, floors and other flat surfaces are common in games, so a plane is sometimes useful for mathematical calculations with these objects. Also, there are cases where a real surface does not exist but it is useful to imagine that one is there. For example, in sports, a goal line or out-of-bounds line is often assumed to extend into the air, effectively defining a plane.

When a plane passes through the <0,0,0> point in world space, it is defined simply by a normal vector that determines which way it faces. It is easy to visualise this if you imagine looking at the plane edge-on.



Note that the side from which the normal vector points is important since it is used to identify which half-space a point is in (ie, on the positive or "normal" side of the plane or the other side). When the plane doesn't pass through <0,0,0> it can be defined by the normal vector along with a distance from <0,0,0>



A plane can also be defined by the three corner points of a triangle that lies within the plane. In this case, the normal vector points toward you if the corner points go around clockwise as you look at the triangle face-on.

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Variables

distanceDistancia desde el origen hasta el plano.
normalVector normal del plano.

Constructores

PlaneCrea un plano.

Funciones Públicas

GetDistanceToPointReturns a signed distance from plane to point.
GetSide¿Está un punto en el lado positivo de un plano?
RaycastIntersecta un rayo con el plano.
SameSide¿Están dos puntos al mismo lado del plano?
Set3PointsSets a plane using three points that lie within it. The points go around clockwise as you look down on the top surface of the plane.
SetNormalAndPositionSets a plane using a point that lies within it along with a normal to orient it.