13    public Plane(
float x, 
float y, 
float z, 
float d)
 
 
   36            Vector3 vector = point2 - point1;
 
   37            Vector3 vector2 = point3 - point1;
 
   41            return new Plane(vector3, d);
 
   43        float num = point2.X - point1.
X;
 
   44        float num2 = point2.Y - point1.
Y;
 
   45        float num3 = point2.Z - point1.
Z;
 
   46        float num4 = point3.X - point1.
X;
 
   47        float num5 = point3.Y - point1.
Y;
 
   48        float num6 = point3.Z - point1.
Z;
 
   49        float num7 = num2 * num6 - num3 * num5;
 
   50        float num8 = num3 * num4 - num * num6;
 
   51        float num9 = num * num5 - num2 * num4;
 
   52        float x = num7 * num7 + num8 * num8 + num9 * num9;
 
   54        Vector3 normal = 
new Vector3(num7 * num10, num8 * num10, num9 * num10);
 
   55        return new Plane(normal, 0f - (normal.
X * point1.
X + normal.
Y * point1.
Y + normal.
Z * point1.
Z));
 
 
   61        return plane.Normal.X * value.X + plane.Normal.Y * value.Y + plane.Normal.Z * value.Z + plane.D * 
value.W;
 
 
   71        return plane.Normal.X * value.X + plane.Normal.Y * value.Y + plane.Normal.Z * value.Z + plane.
D;
 
 
   81        return plane.Normal.X * value.X + plane.Normal.Y * value.Y + plane.Normal.Z * 
value.Z;
 
 
   89            float num = 
value.Normal.LengthSquared();
 
   90            if (
MathF.
Abs(num - 1f) < 1.1920929E-07f)
 
   97        float num3 = value.Normal.X * value.Normal.X + value.Normal.Y * value.Normal.Y + value.Normal.Z * 
value.Normal.Z;
 
   98        if (
MathF.
Abs(num3 - 1f) < 1.1920929E-07f)
 
 
  114        return new Plane(x * result.M11 + y * result.M12 + z * result.M13 + d * result.M14, x * result.M21 + y * result.M22 + z * result.M23 + d * result.M24, x * result.M31 + y * result.M32 + z * result.M33 + d * result.M34, x * result.M41 + y * result.M42 + z * result.M43 + d * result.M44);
 
 
  120        float num = rotation.X + rotation.
X;
 
  121        float num2 = rotation.Y + rotation.
Y;
 
  122        float num3 = rotation.Z + rotation.
Z;
 
  123        float num4 = rotation.W * num;
 
  124        float num5 = rotation.W * num2;
 
  125        float num6 = rotation.W * num3;
 
  126        float num7 = rotation.X * num;
 
  127        float num8 = rotation.X * num2;
 
  128        float num9 = rotation.X * num3;
 
  129        float num10 = rotation.Y * num2;
 
  130        float num11 = rotation.Y * num3;
 
  131        float num12 = rotation.Z * num3;
 
  132        float num13 = 1f - num10 - num12;
 
  133        float num14 = num8 - num6;
 
  134        float num15 = num9 + num5;
 
  135        float num16 = num8 + num6;
 
  136        float num17 = 1f - num7 - num12;
 
  137        float num18 = num11 - num4;
 
  138        float num19 = num9 - num5;
 
  139        float num20 = num11 + num4;
 
  140        float num21 = 1f - num7 - num10;
 
  144        return new Plane(x * num13 + y * num14 + z * num15, x * num16 + y * num17 + z * num18, x * num19 + y * num20 + z * num21, plane.
D);
 
 
  152            return value1.D == value2.
D;
 
 
  160        return !(value1 == value2);
 
 
  164    public override readonly 
bool Equals([NotNullWhen(
true)] 
object? 
obj)
 
 
  198        return $
"{{Normal:{Normal} D:{D}}}";
 
 
 
static float Abs(float x)
 
static float Sqrt(float x)
 
static bool IsHardwareAccelerated
 
static bool Invert(Matrix4x4 matrix, out Matrix4x4 result)
 
static float DotNormal(Plane plane, Vector3 value)
 
static bool operator!=(Plane value1, Plane value2)
 
static float DotCoordinate(Plane plane, Vector3 value)
 
static Plane CreateFromVertices(Vector3 point1, Vector3 point2, Vector3 point3)
 
override readonly bool Equals([NotNullWhen(true)] object? obj)
 
static Plane Normalize(Plane value)
 
Plane(float x, float y, float z, float d)
 
static Plane Transform(Plane plane, Quaternion rotation)
 
override readonly int GetHashCode()
 
static float Dot(Plane plane, Vector4 value)
 
static bool operator==(Plane value1, Plane value2)
 
readonly bool Equals(Plane other)
 
override readonly string ToString()
 
static Plane Transform(Plane plane, Matrix4x4 matrix)
 
Plane(Vector3 normal, float d)
 
static Vector3 Cross(Vector3 vector1, Vector3 vector2)
 
override readonly int GetHashCode()
 
static float Dot(Vector3 vector1, Vector3 vector2)
 
override readonly bool Equals([NotNullWhen(true)] object? obj)
 
static Vector3 Normalize(Vector3 value)