inDirection | The direction vector towards the plane. |
inNormal | The normal vector that defines the plane. |
法線で定義された平面でベクトルを反射します。
This method calculates the reflection vector using the following formula: v = inDirection - 2 * inNormal * dot(inDirection inNormal). The inNormal
vector defines a plane. A plane's normal is the vector that is perpendicular to
its surface. The inDirection
vector is treated as a directional arrow coming into the plane.
The returned value is a vector of equal magnitude to inDirection
but with its direction reflected.
Reflection of a vector off a plane.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform originalObject; public Transform reflectedObject;
void Update() { // Makes the reflected object appear opposite of the original object, // mirrored along the z-axis of the world reflectedObject.position = Vector3.Reflect(originalObject.position, Vector3.right); } }