inNormal | 平面の法線ベクトル |
inPoint | 平面の法線ベクトル |
ベクトルの法線と地点により平面を設定します
法線は 正規化されたベクトル である必要があることに注意してください。
var fieldLength: float; var fieldWidth: float; var goalLine1: Plane; var goalLine2: Plane; var leftSideLine: Plane; var rightSideLine: Plane;
function Start () { // Set up goal lines of a playing field. goalLine1.SetNormalAndPosition(Vector3.forward, Vector3.forward * fieldLength / 2); goalLine1.SetNormalAndPosition(-Vector3.forward, -Vector3.forward * fieldLength / 2); // Set up side lines. leftSideLine.SetNormalAndPosition(-Vector3.right, -Vector3.right * fieldWidth / 2); leftSideLine.SetNormalAndPosition(Vector3.right, Vector3.right * fieldWidth / 2); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float fieldLength; public float fieldWidth; public Plane goalLine1; public Plane goalLine2; public Plane leftSideLine; public Plane rightSideLine; void Start() { goalLine1.SetNormalAndPosition(Vector3.forward, Vector3.forward * fieldLength / 2); goalLine1.SetNormalAndPosition(-Vector3.forward, -Vector3.forward * fieldLength / 2); leftSideLine.SetNormalAndPosition(-Vector3.right, -Vector3.right * fieldWidth / 2); leftSideLine.SetNormalAndPosition(Vector3.right, Vector3.right * fieldWidth / 2); } }
See Also: Set3Points.