﻿ Unity - スクリプティング API: GeometryUtility.CalculateFrustumPlanes

• C#
• JS
• Boo

## スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

# GeometryUtility.CalculateFrustumPlanes

Suggest a change

## Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

## Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function CalculateFrustumPlanes(camera: Camera): Plane[];
public static Plane[] CalculateFrustumPlanes(Camera camera);
public static def CalculateFrustumPlanes(camera as Camera) as Plane[]

## Description

```	// Creates 6 planes that represent the camera frustum.

private var cam : Camera;
private var planes : Plane[];

function Start() {
cam = Camera.main;
planes = GeometryUtility.CalculateFrustumPlanes(cam);

for(var i : int = 0; i < planes.Length; i++) {
var p : GameObject = 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);
}
}
```
```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++;
}
}
}
```
```import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

private cam as Camera

private planes as (Plane)

def Start() as void:
cam = Camera.main
planes = GeometryUtility.CalculateFrustumPlanes(cam)
i as int = 0
while i < planes.Length:
p as GameObject = 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 function CalculateFrustumPlanes(worldToProjectionMatrix: Matrix4x4): Plane[];
public static Plane[] CalculateFrustumPlanes(Matrix4x4 worldToProjectionMatrix);
public static def CalculateFrustumPlanes(worldToProjectionMatrix as Matrix4x4) as Plane[]