Closed vazrupe closed 1 year ago
Is there an overload with tolerance? Should probably be two tolerances, one for max distance between base points and one for max angle between normals.
Instead of comparing angles, you can substitute one more comparison with Negative Normal.
RootPoint.Equals(plane.RootPoint[, tolerance]) && (Normal.Equals(plane.Normal[, tolerance]) || Normal.Equals(-plane.Normal[, tolerance]))
@JohanLarsson
I've tested and found that I don't understand this very well.
I understood Normal as a vector that simply determines the plane. But in practice it's being used as a direction.
It would be nice to add a function like this:
Reverse ()
or Invert ()
?)EqualsWithoutNormal
?)What do you think about this?
A function that returns the plane in which Normal is inverted
Doesn't Plane
have a Flip()
method? I don't remember.
Function to compare planes irrespective of Normal
Not sure what semantics you have in mind here.
I think when the plane's A,B,C,D are all negated, you get it 'flipped'. I've read that the directionality can be used to describe a "half plane" meaning, the half of all space to the side of the plane the normal points into. So it can be a useful concept in some cases.
A function which checks if two plane objects are the negated / flipped versions of each other could be handy.
Version: 0.5
A plane made from the same three points, but returns false when compared.