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//! Support mapping based HalfSpace shape.
use crateVector;
/// A half-space delimited by an infinite plane.
///
/// # What is a HalfSpace?
///
/// A half-space represents an infinite region of space on one side of a plane. It divides
/// space into two regions:
/// - The "inside" region (where the normal vector points away from)
/// - The "outside" region (where the normal vector points toward)
///
/// The plane itself passes through the origin of the shape's coordinate system and is defined
/// by its outward normal vector. All points in the direction opposite to the normal are
/// considered "inside" the half-space.
///
/// # When to Use HalfSpace
///
/// Half-spaces are useful for representing:
/// - **Ground planes**: A flat, infinite floor for collision detection
/// - **Walls**: Infinite vertical barriers
/// - **Bounding regions**: Constraining objects to one side of a plane
/// - **Clipping planes**: Cutting off geometry in one direction
///
/// Because half-spaces are infinite, they are very efficient for collision detection and
/// don't require complex shape representations.
///
/// # Coordinate System
///
/// The plane always passes through the origin `(0, 0)` in 2D or `(0, 0, 0)` in 3D of the
/// half-space's local coordinate system. To position the plane elsewhere in your world,
/// use a [`Pose`](crate::math::Pose) transformation when performing queries.
///
/// # Examples
///
/// ## Creating a Ground Plane (3D)
///
/// ```
/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
/// use parry3d::shape::HalfSpace;
/// use parry3d::math::{Vector};
///
/// // Create a horizontal ground plane with normal pointing up (positive Y-axis)
/// let ground = HalfSpace::new((Vector::Y.normalize()));
///
/// // The ground plane is at Y = 0 in local coordinates
/// // Everything below (negative Y) is "inside" the half-space
/// # }
/// ```
///
/// ## Vertical Wall (2D)
///
/// ```
/// # #[cfg(all(feature = "dim2", feature = "f32"))] {
/// use parry2d::shape::HalfSpace;
/// use parry2d::math::Vector;
///
/// // Create a vertical wall with normal pointing right (positive X-axis)
/// let wall = HalfSpace::new(Vector::X.normalize());
///
/// // The wall is at X = 0 in local coordinates
/// // Everything to the left (negative X) is "inside" the half-space
/// # }
/// ```
///
/// ## Collision Detection with a Ball (3D)
///
/// ```
/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
/// use parry3d::shape::{HalfSpace, Ball};
/// use parry3d::query;
/// use parry3d::math::{Pose, Vector};
///
/// // Create a ground plane at Y = 0, normal pointing up
/// let ground = HalfSpace::new((Vector::Y.normalize()));
/// let ground_pos = Pose::identity();
///
/// // Create a ball with radius 1.0 at position (0, 0.5, 0)
/// // The ball is resting on the ground, just touching it
/// let ball = Ball::new(1.0);
/// let ball_pos = Pose::translation(0.0, 0.5, 0.0);
///
/// // Check if they're in contact (with a small prediction distance)
/// let contact = query::contact(
/// &ground_pos,
/// &ground,
/// &ball_pos,
/// &ball,
/// 0.1
/// );
///
/// assert!(contact.unwrap().is_some());
/// # }
/// ```
///
/// ## Positioned Ground Plane (3D)
///
/// ```
/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
/// use parry3d::shape::HalfSpace;
/// use parry3d::query::{PointQuery};
/// use parry3d::math::{Pose, Vector};
///
/// // Create a ground plane with normal pointing up
/// let ground = HalfSpace::new((Vector::Y.normalize()));
///
/// // Position the plane at Y = 5.0 using an isometry
/// let ground_pos = Pose::translation(0.0, 5.0, 0.0);
///
/// // Check if a point is below the ground (inside the half-space)
/// let point = Vector::new(0.0, 3.0, 0.0); // Vector at Y = 3.0 (below the plane)
///
/// // Project the point onto the ground plane
/// let proj = ground.project_point(&ground_pos, point, true);
///
/// // The point is below the ground (inside the half-space)
/// assert!(proj.is_inside);
/// # }
/// ```
///
/// ## Tilted Plane (3D)
///
/// ```
/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
/// use parry3d::shape::HalfSpace;
/// use parry3d::math::{Vector};
///
/// // Create a plane tilted at 45 degrees
/// // Normal points up and to the right
/// let normal = Vector::new(1.0, 1.0, 0.0);
/// let tilted_plane = HalfSpace::new((normal).normalize());
///
/// // This plane passes through the origin and divides space diagonally
/// # }
/// ```