[英]3D Line Segment and Plane Intersection - Contd
根據krlzlx的建議,我將其發布為新問題。
從這里:
我對此算法有疑問,我已經這樣實現了:
template <class T>
class AnyCollision {
public:
std::pair<bool, T> operator()(Point3d &ray, Point3d &rayOrigin, Point3d &normal, Point3d &coord) const {
// get d value
float d = (normal.x * coord.x) + (normal.y * coord.y) + (normal.z * coord.z);
if (((normal.x * ray.x) + (normal.y * ray.y) + (normal.z * ray.z)) == 0) {
return std::make_pair(false, T());
}
// Compute the X value for the directed line ray intersecting the plane
float a = (d - ((normal.x * rayOrigin.x) + (normal.y * rayOrigin.y) + (normal.z * rayOrigin.z)) / ((normal.x * ray.x) + (normal.y * ray.y) + (normal.z * ray.z)));
// output contact point
float rayMagnitude = (sqrt(pow(ray.x, 2) + pow(ray.y, 2) + pow(ray.z, 2)));
Point3d rayNormalised((ray.x / rayMagnitude), (ray.y / rayMagnitude), (ray.z / rayMagnitude));
Point3d contact((rayOrigin.x + (rayNormalised.x * a)), (rayOrigin.y + (rayNormalised.y * a)), (rayOrigin.z + (rayNormalised.z * a))); //Make sure the ray vector is normalized
return std::make_pair(true, contact);
};
Point3d定義為:
class Point3d {
public:
double x;
double y;
double z;
/**
* constructor
*
* 0 all elements
*/
Point3d() {
x = 0.0;
y = 0.0;
z = 0.0;
}
我被迫使用這種結構,因為在較大的系統中,我在其中運行的組件是這樣定義的,無法更改。
我的代碼可以正常編譯,但是測試得出該點的值不正確。 x,y,z的比率是正確的,但幅度是錯誤的。
例如,如果:
rayOrigin.x = 0;
rayOrigin.y = 0;
rayOrigin.z = 0;
ray.x = 3;
ray.y = -5;
ray.z = 12;
normal.x = -3;
normal.y = 12;
normal.z = 0;
coord.x = 7;
coord.y = -5;
coord.z = 10;
我希望重點是:
(0.63, 1.26, 1.89)
但是,它是:
(3.52, -5.87, 14.09)
5.09的大小太大。
而且我還測試了:
rayOrigin.x = 0;
rayOrigin.y = 0;
rayOrigin.z = 0;
ray.x = 2;
ray.y = 3;
ray.z = 3;
normal.x = 4;
normal.y = 1;
normal.z = 0;
p0.x = 2;
p0.y = 1;
p0.z = 5;
我希望重點是:
(1.64, 2.45, 2.45)
但是,它是:
(3.83761, 5.75642, 5.75642)
2.34的幅度太大嗎?
偽代碼(不需要向量歸一化):
Diff = PlaneBaseCoordinate - RayOrigin
d = Normal.dot.Diff
e = Normal.dot.RayVector
if (e)
IntersectionPoint = RayOrigin + RayVector * d / e
otherwise
ray belongs to the plane or is parallel
快速檢查:
Ray (0,0,0) (2,2,2) //to catch possible scale issues
Plane (0,1,0) (0,3,0) //plane y=1
Diff = (0,1,0)
d = 3
e = 6
IntersectionPoint = (0,0,0) + (2,2,2) * 3 / 6 = (1, 1, 1)
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