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VRageMath.Plane
Morten Aune Lyrstad edited this page Apr 16, 2022
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← Index ← Namespace Index
public struct Plane: IEquatable<Plane>
Defines a plane.
Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
Member | Description |
---|---|
\%1float D](VRageMath.Plane.D) | The distance of the Plane along its normal from the origin. Note: Be careful! The distance is signed and is the opposite of what people usually expect. If you look closely at the plane equation: (n dot P) - D = 0, you'll realize that D = - (n dot P) (that is, negative instead of positive) |
\%1Vector3 Normal](VRageMath.Plane.Normal) | The normal vector of the Plane. |
Member | Description |
---|---|
\%1Plane(float, float, float, float)](VRageMath.Plane..ctor) | |
\%1Plane(Vector3, float)](VRageMath.Plane..ctor) | |
\%1Plane(Vector3, Vector3)](VRageMath.Plane..ctor) | |
\%1Plane(Vector4)](VRageMath.Plane..ctor) | |
\%1Plane(Vector3, Vector3, Vector3)](VRageMath.Plane..ctor) | |
\%1Plane(ref Vector3, ref Vector3, ref Vector3)](VRageMath.Plane..ctor) |
Member | Description |
---|---|
\%1static Plane Normalize(Plane)](VRageMath.Plane.Normalize) | Changes the coefficients of the Normal vector of a Plane to make it of unit length. |
\%1static void Normalize(ref Plane, out Plane)](VRageMath.Plane.Normalize) | Changes the coefficients of the Normal vector of a Plane to make it of unit length. |
\%1static Plane Transform(Plane, Matrix)](VRageMath.Plane.Transform) | Transforms a normalized Plane by a Matrix. |
\%1static void Transform(ref Plane, ref Matrix, out Plane)](VRageMath.Plane.Transform) | Transforms a normalized Plane by a Matrix. |
\%1float Dot(Vector4)](VRageMath.Plane.Dot) | Calculates the dot product of a specified Vector4 and this Plane. |
\%1void Dot(ref Vector4, out float)](VRageMath.Plane.Dot) | Calculates the dot product of a specified Vector4 and this Plane. |
\%1float DotCoordinate(Vector3)](VRageMath.Plane.DotCoordinate) | Returns the dot product of a specified Vector3 and the Normal vector of this Plane plus the distance (D) value of the Plane. |
\%1void DotCoordinate(ref Vector3, out float)](VRageMath.Plane.DotCoordinate) | Returns the dot product of a specified Vector3 and the Normal vector of this Plane plus the distance (D) value of the Plane. |
\%1double DotNormal(Vector3D)](VRageMath.Plane.DotNormal) | Returns the dot product of a specified Vector3 and the Normal vector of this Plane. |
\%1void DotNormal(ref Vector3, out float)](VRageMath.Plane.DotNormal) | Returns the dot product of a specified Vector3 and the Normal vector of this Plane. |
\%1bool Equals(Plane)](VRageMath.Plane.Equals) | Determines whether the specified Plane is equal to the Plane. |
\%1bool Equals(object)](VRageMath.Plane.Equals) | Determines whether the specified Object is equal to the Plane. |
\%1int GetHashCode()](VRageMath.Plane.GetHashCode) | Gets the hash code for this object. |
\%1Vector3D Intersection(ref Vector3D, ref Vector3D)](VRageMath.Plane.Intersection) | Gets intersection point in Plane. |
\%1PlaneIntersectionType Intersects(BoundingBox)](VRageMath.Plane.Intersects) | Checks whether the current Plane intersects a specified BoundingBox. |
\%1void Intersects(ref BoundingBox, out PlaneIntersectionType)](VRageMath.Plane.Intersects) | Checks whether the current Plane intersects a BoundingBox. |
\%1PlaneIntersectionType Intersects(BoundingFrustum)](VRageMath.Plane.Intersects) | Checks whether the current Plane intersects a specified BoundingFrustum. |
\%1PlaneIntersectionType Intersects(BoundingSphere)](VRageMath.Plane.Intersects) | Checks whether the current Plane intersects a specified BoundingSphere. |
\%1void Intersects(ref BoundingSphere, out PlaneIntersectionType)](VRageMath.Plane.Intersects) | Checks whether the current Plane intersects a BoundingSphere. |
\%1void Normalize()](VRageMath.Plane.Normalize) | Changes the coefficients of the Normal vector of this Plane to make it of unit length. |
\%1Vector3 RandomPoint()](VRageMath.Plane.RandomPoint) | |
\%1string ToString()](VRageMath.Plane.ToString) | Returns a String that represents the current Plane. |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!