Version: 2017.1
public static Plane[] CalculateFrustumPlanes (Camera camera);

説明

錐台平面を計算します

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

順番: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far

See Also: 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++; } } }

public static Plane[] CalculateFrustumPlanes (Matrix4x4 worldToProjectionMatrix);

説明

錐台平面を計算します

この関数では、カメラの View や投影マトリクスを指定するとそれを構成する六つの平面を返します。

See Also: Plane, GeometryUtility.TestPlanesAABB.