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.
Tutorials
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 | get_any_point ( ) |
bool | has_point ( Vector3 point, float epsilon=1e-05 ) |
Vector3 | intersect_3 ( Plane b, Plane c ) |
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 | normalized ( ) |
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
Default | 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
Default | 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
Default | 0.0 |
The X component of the plane's normal vector.
float y
Default | 0.0 |
The Y component of the plane's normal vector.
float z
Default | 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.
Creates a plane from the three points, given in clockwise order.
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.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_plane.html