// pp is a point on the plane, used to figure out the plane normal
// plannrm is the plane normal
// raynrm is the ray vector or direction
// raypnt is the ray origin
float d = -pp.x * plannrm.x - pp.y * plannrm.y - pp.z * plannrm.y;
float dot1 = plannrm ^ raynrm;
float dist = d-(raypnt ^ plannrm);
float dist2 = dist / dot1;
intersect = raypnt + raynrm * dist2;
intersect = Vector(intersect.x, intersect.z, -intersect.y)*90.0f;