findPlaneCrossing
Description
Establishes a plane in your scene and finds all keys for selected objects that cross that plane
The findPlaneCrossing command is useful for identifying keys that pass through 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 component 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.
Functional area
Data retrieval
Command syntax
Syntax
findPlaneCrossing xPoint yPoint zPoint xDirection yDirection zDirection |
Arguments
The command requires two arguments to describe the plane: an origin of the plane described in Cartesian terms, and a unit direction vector that defines both the orientation and normal of the plane.
Name | Type | Required | Comments |
---|---|---|---|
vector | A direction vector xDirection yDirection zDirection | ||
z | Location along Global z (float) | ||
y | Location along Global y (float) | ||
x | Location along Global x (float) |
Flags
None
Return value
void
Examples
select LTOE RTOE; findPlaneCrossing 0 0 50 0 0 1; // In this example, findPlaneCrossing selects all keys // found on the toe markers LTOE and RTOE that penetrate the // "floor" of the scene, here defined as being all points for // which the Z component is 50 millimeters. The directional // 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 direction argument from 1 to -1, the // command will find all keys that are above the floor. // This example assumes a Z-up environment.