docs: function(t, line) {
      var R = Matrix.Rotation(t, line.direction).elements;
      var C = line.pointClosestTo(this.anchor).elements;
      var A = this.anchor.elements, N = this.normal.elements;
      var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
      var x = A1 - C1, y = A2 - C2, z = A3 - C3;
      return Plane.create([
        C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
        C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
        C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
      ], [
        R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2],
        R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2],
        R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]
      ]);
    }