Plane in hessian form. 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. https://docs.godotengine.org/en/3.5.1/tutorials/math/index.html Creates a plane from the four parameters. The three components of the resulting plane's [member normal] are [code]a[/code], [code]b[/code] and [code]c[/code], and the plane has a distance of [code]d[/code] 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. Returns the center of the plane. Returns the shortest distance from the plane to the position [code]point[/code]. Returns the center of the plane. This method is deprecated, please use [method center] instead. Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]epsilon[/code] threshold. Returns the intersection point of the three planes [code]b[/code], [code]c[/code] and this plane. If no intersection is found, [code]null[/code] is returned. Returns the intersection point of a ray consisting of the position [code]from[/code] and the direction normal [code]dir[/code] with this plane. If no intersection is found, [code]null[/code] is returned. Returns the intersection point of a segment from position [code]begin[/code] to position [code]end[/code] with this plane. If no intersection is found, [code]null[/code] is returned. Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. Returns [code]true[/code] if [code]point[/code] is located above the plane. Returns a copy of the plane, normalized. Returns the orthogonal projection of [code]point[/code] into a point in the plane. The distance from the origin to the plane, in the direction of [member normal]. This value is typically non-negative. In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. The normal of the plane, which must be normalized. In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. The X component of the plane's [member normal] vector. The Y component of the plane's [member normal] vector. The Z component of the plane's [member normal] vector. A plane that extends in the Y and Z axes (normal vector points +X). A plane that extends in the X and Z axes (normal vector points +Y). A plane that extends in the X and Y axes (normal vector points +Z).