Date: Sat, 28 May 2022 09:09:18 +0100 (BST) Message-ID: <1839134736.1305.1653725358667@OMGSVR86> Subject: Exported From Confluence MIME-Version: 1.0 Content-Type: multipart/related; boundary="----=_Part_1304_1471750602.1653725358667" ------=_Part_1304_1471750602.1653725358667 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable Content-Location: file:///C:/exported.html findPlaneCrossing

# Description

Establishes a plane in your scene and finds all keys for selected object= s that cross that plane

The findPlaneCrossing command is useful for identifying keys that pass t= hrough a user-identifiable plane, such as a floor or wall.

The first argument establishes a point on the plane, (i.e. "0 0 50" is a= point at 50 millimeters in positive Z).

The second argument is a vector that describes the normal of the plane. = For example, "0 0 1" describes a vector with no X or Y direction and a Z co= mponent of 1, in other words pointing straight down the world +Z axis. The = second argument defines both the orientation and the up side of the plane.<= /p>

Data retrieval

# Command syntax

## Syntax

=20 =20
 findPlaneCrossing xPoint yPoint zPoint xDirection yDirection zDirection=

### Arguments

The command requires two arguments to describe the plane: an origin of t= he plane described in Cartesian terms, and a unit direction vector that def= ines both the orientation and normal of the plane.

=20 =20 =20 =20 =20
`vector`

A direction vector xDirection yDirection zDirect= ion
`z`

Location along Global z (float)
`y`

Location along Global y (float)
`x`

Location along Global x (float)

None

void

## Examples

```select LTOE RTOE; findPlaneCrossing 0 0 50 0 0 1;// In this ex=
ample, findPlaneCrossing selects all keys// found on the toe markers LT=
OE and RTOE that penetrate the// "floor" of the scene, here defined as =
being all points for// which the Z component is 50 millimeters. The dir=
ectional// arguments 0 0 1 define the vector of the normal for the =
// plane, in this case the normal of the plane is aligned with// world =
Z, pointing straight "up". If you switch the Z // component of the dire=
ction argument from 1 to -1, the // command will find all keys that are=
above the floor. // This example assumes a Z-up environment.```