text: /*************************************************************************/
  /*  Plane.hpp                                                            */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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  /*************************************************************************/
  
  #ifndef PLANE_H
  #define PLANE_H
  
  #include "Vector3.hpp"
  
  #include <cmath>
  
  namespace godot {
  
  enum ClockDirection {
  
  	CLOCKWISE,
  	COUNTERCLOCKWISE
  };
  
  class Plane {
  public:
  	Vector3 normal;
  	real_t d;
  
  	void set_normal(const Vector3 &p_normal);
  
  	inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision
  
  	void normalize();
  
  	Plane normalized() const;
  
  	/* Plane-Point operations */
  
  	inline Vector3 center() const { return normal * d; }
  	Vector3 get_any_point() const;
  	Vector3 get_any_perpendicular_normal() const;
  
  	bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
  	real_t distance_to(const Vector3 &p_point) const;
  	bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
  
  	/* intersections */
  
  	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
  	bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
  	bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;
  
  	Vector3 project(const Vector3 &p_point) const;
  
  	/* misc */
  
  	inline Plane operator-() const { return Plane(-normal, -d); }
  	bool is_almost_like(const Plane &p_plane) const;
  
  	bool operator==(const Plane &p_plane) const;
  	bool operator!=(const Plane &p_plane) const;
  	operator String() const;
  
  	inline Plane() { d = 0; }
  	inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
  			normal(p_a, p_b, p_c),
  			d(p_d) {}
  
  	Plane(const Vector3 &p_normal, real_t p_d);
  	Plane(const Vector3 &p_point, const Vector3 &p_normal);
  	Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
  };
  
  } // namespace godot
  
  #endif // PLANE_H
  