# Plane¶

Plane in hessian form.

## Description¶

Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.

## Properties¶

 float d `0.0` Vector3 normal `Vector3( 0, 0, 0 )` float x `0.0` float y `0.0` float z `0.0`

## Methods¶

 Plane Plane ( float a, float b, float c, float d ) Plane Plane ( Vector3 v1, Vector3 v2, Vector3 v3 ) Plane Plane ( Vector3 normal, float d ) Vector3 center ( ) float distance_to ( Vector3 point ) Vector3 bool has_point ( Vector3 point, float epsilon=1e-05 ) Vector3 Vector3 intersects_ray ( Vector3 from, Vector3 dir ) Vector3 intersects_segment ( Vector3 begin, Vector3 end ) bool is_equal_approx ( Plane plane ) bool is_point_over ( Vector3 point ) Plane Vector3 project ( Vector3 point )

## Constants¶

PLANE_YZ = `Plane( 1, 0, 0, 0 )`

A plane that extends in the Y and Z axes (normal vector points +X).

PLANE_XZ = `Plane( 0, 1, 0, 0 )`

A plane that extends in the X and Z axes (normal vector points +Y).

PLANE_XY = `Plane( 0, 0, 1, 0 )`

A plane that extends in the X and Y axes (normal vector points +Z).

## Property Descriptions¶

float d = `0.0`

The distance from the origin to the plane, in the direction of normal. This value is typically non-negative.

In the scalar equation of the plane `ax + by + cz = d`, this is `d`, while the `(a, b, c)` coordinates are represented by the normal property.

Vector3 normal = `Vector3( 0, 0, 0 )`

The normal of the plane, which must be normalized.

In the scalar equation of the plane `ax + by + cz = d`, this is the vector `(a, b, c)`, where `d` is the d property.

float x = `0.0`

The X component of the plane's normal vector.

float y = `0.0`

The Y component of the plane's normal vector.

float z = `0.0`

The Z component of the plane's normal vector.

## Method Descriptions¶

Plane Plane ( float a, float b, float c, float d )

Creates a plane from the four parameters. The three components of the resulting plane's normal are `a`, `b` and `c`, and the plane has a distance of `d` from the origin.

Plane Plane ( Vector3 v1, Vector3 v2, Vector3 v3 )

Creates a plane from the three points, given in clockwise order.

Plane Plane ( Vector3 normal, float d )

Creates a plane from the normal and the plane's distance to the origin.

Vector3 center ( )

Returns the center of the plane.

float distance_to ( Vector3 point )

Returns the shortest distance from the plane to the position `point`.

Vector3 get_any_point ( )

Returns the center of the plane.

This method is deprecated, please use center instead.

bool has_point ( Vector3 point, float epsilon=1e-05 )

Returns `true` if `point` is inside the plane. Comparison uses a custom minimum `epsilon` threshold.

Vector3 intersect_3 ( Plane b, Plane c )

Returns the intersection point of the three planes `b`, `c` and this plane. If no intersection is found, `null` is returned.

Vector3 intersects_ray ( Vector3 from, Vector3 dir )

Returns the intersection point of a ray consisting of the position `from` and the direction normal `dir` with this plane. If no intersection is found, `null` is returned.

Vector3 intersects_segment ( Vector3 begin, Vector3 end )

Returns the intersection point of a segment from position `begin` to position `end` with this plane. If no intersection is found, `null` is returned.

bool is_equal_approx ( Plane plane )

Returns `true` if this plane and `plane` are approximately equal, by running @GDScript.is_equal_approx on each component.

bool is_point_over ( Vector3 point )

Returns `true` if `point` is located above the plane.

Plane normalized ( )

Returns a copy of the plane, normalized.

Vector3 project ( Vector3 point )

Returns the orthogonal projection of `point` into a point in the plane.