Inheritance #
Table of contents
-
var d: float = 0.0 -
var normal: Vector3 = Vector3(0, 0, 0) -
var x: float = 0.0 -
var y: float = 0.0 -
var z: float = 0.0 -
const func distance_to(point: Vector3) -> float -
const func get_center() -> Vector3 -
const func has_point(tolerance: float = 1e-05) -> bool -
const func intersect_3(c: Plane) -> Variant -
const func intersects_ray(dir: Vector3) -> Variant -
const func intersects_segment(to: Vector3) -> Variant -
const func is_equal_approx(to_plane: Plane) -> bool -
const func is_finite() -> bool -
const func is_point_over(point: Vector3) -> bool -
const func normalized() -> Plane -
const func project(point: Vector3) -> Vector3 -
const PLANE_YZ = Plane(1, 0, 0, 0) -
const PLANE_XZ = Plane(0, 1, 0, 0) -
const PLANE_XY = Plane(0, 0, 1, 0) -
Plane() -> Plane -
Plane(from: Plane) -> Plane -
Plane(d: float) -> Plane -
Plane(normal: Vector3) -> Plane -
Plane(d: float) -> Plane -
Plane(point: Vector3) -> Plane -
Plane(point3: Vector3) -> Plane -
Plane != Plane -> bool -
Plane * Transform3D -> Plane -
Plane == Plane -> bool -
+Plane -> Plane -
-Plane -> Plane
Plane #
A plane in Hessian normal form.
Represents a normalized plane equation. 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.
Members #
var d: float = 0.0#
The distance from the origin to the plane, expressed in terms of normal (according to its direction and magnitude). Actual absolute distance from the origin to the plane can be calculated as abs(d) / normal.length() (if normal has zero length then this Plane does not represent a valid plane).
In the scalar equation of the plane ax + by + cz = d, this is [code skip-lint]d, while the (a, b, c) coordinates are represented by the normal property.
var normal: Vector3 = Vector3(0, 0, 0)#
The normal of the plane, typically a unit vector. Shouldn't be a zero vector as Plane with such normal does not represent a valid plane.
In the scalar equation of the plane ax + by + cz = d, this is the vector (a, b, c), where [code skip-lint]d is the d property.
var x: float = 0.0#
The X component of the plane's normal vector.
var y: float = 0.0#
The Y component of the plane's normal vector.
var z: float = 0.0#
The Z component of the plane's normal vector.
Methods #
const func distance_to(point: Vector3) -> float#
Returns the shortest distance from the plane to the position point. If the point is above the plane, the distance will be positive. If below, the distance will be negative.
const func get_center() -> Vector3#
Returns the center of the plane.
const func has_point(tolerance: float = 1e-05) -> bool#
Returns true if point is inside the plane. Comparison uses a custom minimum tolerance threshold.
const func intersect_3(c: Plane) -> Variant#
Returns the intersection point of the three planes b, c and this plane. If no intersection is found, null is returned.
const func intersects_ray(dir: Vector3) -> Variant#
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.
const func intersects_segment(to: Vector3) -> Variant#
Returns the intersection point of a segment from position from to position to with this plane. If no intersection is found, null is returned.
const func is_equal_approx(to_plane: Plane) -> bool#
Returns true if this plane and to_plane are approximately equal, by running @GlobalScope.is_equal_approx on each component.
const func is_finite() -> bool#
Returns true if this plane is finite, by calling @GlobalScope.is_finite on each component.
const func is_point_over(point: Vector3) -> bool#
Returns true if point is located above the plane.
const func normalized() -> Plane#
Returns a copy of the plane, with normalized normal (so it's a unit vector). Returns Plane(0, 0, 0, 0) if normal can't be normalized (it has zero length).
const func project(point: Vector3) -> Vector3#
Returns the orthogonal projection of point into a point in the plane.
Annotations #
Constants #
const PLANE_YZ = Plane(1, 0, 0, 0)#
A plane that extends in the Y and Z axes (normal vector points +X).
const PLANE_XZ = Plane(0, 1, 0, 0)#
A plane that extends in the X and Z axes (normal vector points +Y).
const PLANE_XY = Plane(0, 0, 1, 0)#
A plane that extends in the X and Y axes (normal vector points +Z).
Constructors #
Plane() -> Plane #
Constructs a default-initialized Plane with all components set to 0.
Plane(from: Plane) -> Plane #
Constructs a Plane as a copy of the given Plane.
Plane(d: float) -> Plane #
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(normal: Vector3) -> Plane #
Creates a plane from the normal vector. The plane will intersect the origin.
The normal of the plane must be a unit vector.
Plane(d: float) -> Plane #
Creates a plane from the normal vector and the plane's distance from the origin.
The normal of the plane must be a unit vector.
Plane(point: Vector3) -> Plane #
Creates a plane from the normal vector and a point on the plane.
The normal of the plane must be a unit vector.
Plane(point3: Vector3) -> Plane #
Creates a plane from the three points, given in clockwise order.
Enums #
Notifications#
enum {
PLANE_YZ = Plane(1, 0, 0, 0),
PLANE_XZ = Plane(0, 1, 0, 0),
PLANE_XY = Plane(0, 0, 1, 0),
}Operators #
Plane != Plane -> bool#
Returns true if the planes are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Plane * Transform3D -> Plane#
Inversely transforms (multiplies) the Plane by the given Transform3D transformation matrix.
plane * transform is equivalent to transform.affine_inverse() * plane. See Transform3D.affine_inverse.
Plane == Plane -> bool#
Returns true if the planes are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
+Plane -> Plane#
Returns the same value as if the + was not there. Unary + does nothing, but sometimes it can make your code more readable.
-Plane -> Plane#
Returns the negative value of the Plane. This is the same as writing Plane(-p.normal, -p.d). This operation flips the direction of the normal vector and also flips the distance value, resulting in a Plane that is in the same place, but facing the opposite direction.