class Plane {
    /**
     * Constant for faster projection and intersection
     */
    float c;
    /**
     * Normalized
     */
    private final Vec3f normal;
    private final Vec3f point;

    /**
     * Default constructor initializes normal to (0, 1, 0) and point to
     * (0, 0, 0)
     */
    public Plane() {
        normal = new Vec3f(0, 1, 0);
        point = new Vec3f(0, 0, 0);
        recalc();
    }

    /**
     * Sets all parameters of plane. Plane has normal <b>normal</b> and
     * goes through the point <b>point</b>. Normal does not need to be
     * unit length but must not be the zero vector.
     */
    public Plane(Vec3f normal, Vec3f point) {
        this.normal = new Vec3f(normal);
        this.normal.normalize();
        this.point = new Vec3f(point);
        recalc();
    }

    /**
     * Normal is normalized internally, so <b>normal</b> is not
     * necessarily equal to <code>plane.setNormal(normal);
     * plane.getNormal();</code>
     */
    public Vec3f getNormal() {
        return normal;
    }

    /**
     * Setter does some work to maintain internal caches. Normal does
     * not need to be unit length but must not be the zero vector.
     */
    public void setNormal(Vec3f normal) {
        this.normal.set(normal);
        this.normal.normalize();
        recalc();
    }

    public Vec3f getPoint() {
        return point;
    }

    /**
     * Setter does some work to maintain internal caches
     */
    public void setPoint(Vec3f point) {
        this.point.set(point);
        recalc();
    }

    /**
     * Project a point onto the plane
     */
    public void projectPoint(Vec3f pt,
                             Vec3f projPt) {
        float scale = normal.dot(pt) - c;
        projPt.set(pt.minus(normal.times(normal.dot(point) - c)));
    }

    /**
     * Intersect a ray with the plane. Returns true if intersection occurred, false
     * otherwise. This is a two-sided ray cast.
     */
    public boolean intersectRay(Vec3f rayStart,
                                Vec3f rayDirection,
                                IntersectionPoint intPt) {<FILL_FUNCTION_BODY>}

    //----------------------------------------------------------------------
    // Internals only below this point
    //

    private void recalc() {
        c = normal.dot(point);
    }
}

        float denom = normal.dot(rayDirection);
        if (denom == 0) {
            return false;
        }
        intPt.setT((c - normal.dot(rayStart)) / denom);
        intPt.setIntersectionPoint(rayStart.plus(rayDirection.times(intPt.getT())));
        return true;
    
<no_super_class>