Tanoda
Leap.Unity.Geometry.Plane Struct Reference

Public Member Functions

 Plane (Vector3 center, Direction3 normal)
 
 Plane (Vector3 center, Direction3 normal, Transform transform)
 
bool CollidesWith (UnityEngine.Rigidbody unityBody, bool includeBehindPlane=false)
 
bool CollidesWith (UnityEngine.Collider unityCollider, bool includeBehindPlane=false)
 Only guaranteed to be correct for convex colliders. More...
 

Public Attributes

Vector3 center
 
Direction3 normal
 
Transform transform
 

Properties

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...
 
Pose pose [get]
 The local to world pose for this plane. See Plane.matrix. More...
 

Detailed Description

Definition at line 17 of file Plane.cs.

Constructor & Destructor Documentation

◆ Plane() [1/2]

Leap.Unity.Geometry.Plane.Plane ( Vector3  center,
Direction3  normal 
)

Definition at line 82 of file Plane.cs.

◆ Plane() [2/2]

Leap.Unity.Geometry.Plane.Plane ( Vector3  center,
Direction3  normal,
Transform  transform 
)

Definition at line 92 of file Plane.cs.

Member Function Documentation

◆ CollidesWith() [1/2]

bool Leap.Unity.Geometry.Plane.CollidesWith ( UnityEngine.Collider  unityCollider,
bool  includeBehindPlane = false 
)

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,
bool  includeBehindPlane = false 
)

Definition at line 112 of file Plane.cs.

Member Data Documentation

◆ center

Vector3 Leap.Unity.Geometry.Plane.center

Definition at line 19 of file Plane.cs.

◆ normal

Direction3 Leap.Unity.Geometry.Plane.normal

Definition at line 20 of file Plane.cs.

◆ transform

Transform Leap.Unity.Geometry.Plane.transform

Definition at line 21 of file Plane.cs.

Property Documentation

◆ 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 local to world pose for this plane. See Plane.matrix.

Definition at line 44 of file Plane.cs.


The documentation for this struct was generated from the following file: