I’d like to write a function for any arbitrary plane mesh at any orientation in the scene, given the mesh normal: I’d like to get the Vector3 representing the topright, topleft, bottomleft, bottomright of the mesh. The mesh will mostly be a flat plane.
I’m not sure how to do that. For a mesh looking at -Z axis, its easy to do, you just get the hierarchyboundingvectors.min and hierarchyboundingvectors.max and use a combination of x,y,z of each of these to get topright, topleft, bottomleft, bottomright.
But what if the plane’s normal is pointing to +y or anyother arbitrary direction. Can someone offer ideas on how that can be achieved?