Calculates frustum planes.
This function takes given camera's view frustum and returns six planes
that form it.
Ordering: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far
See Also: Plane, GeometryUtility.TestPlanesAABB.
// 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++; } } }
Calculates frustum planes.
This function returns six planes of a frustum defined by given view & projection matrix.
See Also: Plane, GeometryUtility.TestPlanesAABB.
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