godot/core/math/plane.cpp

/**************************************************************************/
/*  plane.cpp                                                             */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "plane.h"

#include "core/math/math_funcs.h"
#include "core/variant/variant.h"

void Plane::set_normal(const Vector3 &p_normal) {}

void Plane::normalize() {}

Plane Plane::normalized() const {}

Vector3 Plane::get_any_perpendicular_normal() const {}

/* intersections */

bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {}

bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {}

bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const {}

Variant Plane::intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const {}

Variant Plane::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {}

Variant Plane::intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const {}

/* misc */

bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {}

bool Plane::is_equal_approx(const Plane &p_plane) const {}

bool Plane::is_finite() const {}

operator String()