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CloseinNormal | 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留意して下さい。
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); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public fieldLength as float public fieldWidth as float public goalLine1 as Plane public goalLine2 as Plane public leftSideLine as Plane public rightSideLine as Plane def Start() as void: 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.