Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

# Plane¶

## 属性¶

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

## 构造函数¶

 Plane Plane() Plane Plane(from: Plane) Plane Plane(a: float, b: float, c: float, d: float) Plane Plane(normal: Vector3) Plane Plane(normal: Vector3, d: float) Plane Plane(normal: Vector3, point: Vector3) Plane Plane(point1: Vector3, point2: Vector3, point3: Vector3)

## 方法¶

 float distance_to(point: Vector3) const Vector3 get_center() const bool has_point(point: Vector3, tolerance: float = 1e-05) const Variant intersect_3(b: Plane, c: Plane) const Variant intersects_ray(from: Vector3, dir: Vector3) const Variant intersects_segment(from: Vector3, to: Vector3) const bool is_equal_approx(to_plane: Plane) const bool is_finite() const bool is_point_over(point: Vector3) const Plane normalized() const Vector3 project(point: Vector3) const

## 操作符¶

 bool operator !=(right: Plane) Plane operator *(right: Transform3D) bool operator ==(right: Plane) Plane Plane

## 常量¶

PLANE_YZ = Plane(1, 0, 0, 0) 🔗

PLANE_XZ = Plane(0, 1, 0, 0) 🔗

PLANE_XY = Plane(0, 0, 1, 0) 🔗

## 属性说明¶

float d = 0.0 🔗

Vector3 normal = Vector3(0, 0, 0) 🔗

float x = 0.0 🔗

float y = 0.0 🔗

float z = 0.0 🔗

## 构造函数说明¶

Plane Plane() 🔗

Plane Plane(from: Plane)

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

Plane Plane(normal: Vector3)

Plane Plane(normal: Vector3, d: float)

Plane Plane(normal: Vector3, point: Vector3)

Plane Plane(point1: Vector3, point2: Vector3, point3: Vector3)

## 方法说明¶

float distance_to(point: Vector3) const 🔗

Vector3 get_center() const 🔗

bool has_point(point: Vector3, tolerance: float = 1e-05) const 🔗

Variant intersect_3(b: Plane, c: Plane) const 🔗

Variant intersects_ray(from: Vector3, dir: Vector3) const 🔗

Variant intersects_segment(from: Vector3, to: Vector3) const 🔗

bool is_equal_approx(to_plane: Plane) const 🔗

bool is_finite() const 🔗

bool is_point_over(point: Vector3) const 🔗

Plane normalized() const 🔗

Vector3 project(point: Vector3) const 🔗

## 操作符说明¶

bool operator !=(right: Plane) 🔗

Plane operator *(right: Transform3D) 🔗

Plane 逆向变换（乘以）给定的 Transform3D 变换矩阵。

plane * transform 相当于 transform.affine_inverse() * plane。请参阅 Transform3D.affine_inverse

bool operator ==(right: Plane) 🔗

Plane operator unary+() 🔗

Plane operator unary-() 🔗