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Matrix4x4 | matrix [get] |
| The local to world matrix for this plane. The plane is always locally an XY plane, with Z being height in front of or behind the plane. More...
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|
Pose | pose [get] |
| The local to world pose for this plane. See Plane.matrix. More...
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|
Definition at line 17 of file Plane.cs.
◆ Plane() [1/2]
Leap.Unity.Geometry.Plane.Plane |
( |
Vector3 |
center, |
|
|
Direction3 |
normal |
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) |
| |
◆ Plane() [2/2]
Leap.Unity.Geometry.Plane.Plane |
( |
Vector3 |
center, |
|
|
Direction3 |
normal, |
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|
Transform |
transform |
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) |
| |
◆ CollidesWith() [1/2]
bool Leap.Unity.Geometry.Plane.CollidesWith |
( |
UnityEngine.Collider |
unityCollider, |
|
|
bool |
includeBehindPlane = false |
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) |
| |
Only guaranteed to be correct for convex colliders.
Definition at line 131 of file Plane.cs.
◆ CollidesWith() [2/2]
bool Leap.Unity.Geometry.Plane.CollidesWith |
( |
UnityEngine.Rigidbody |
unityBody, |
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|
bool |
includeBehindPlane = false |
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) |
| |
◆ center
Vector3 Leap.Unity.Geometry.Plane.center |
◆ normal
◆ transform
Transform Leap.Unity.Geometry.Plane.transform |
◆ matrix
Matrix4x4 Leap.Unity.Geometry.Plane.matrix |
|
get |
The local to world matrix for this plane. The plane is always locally an XY plane, with Z being height in front of or behind the plane.
This matrix is defined by the plane's center and normal, so it's not directly settable.
Definition at line 34 of file Plane.cs.
◆ pose
Pose Leap.Unity.Geometry.Plane.pose |
|
get |
The documentation for this struct was generated from the following file: