Filling in the plane equation (Ax+By+Cz+D=0)

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2 comments, last by SimDemon 21 years, 7 months ago
How would I go about filling in the plane equation (Ax+By+Cz+D=0)? I am going to use it for collision detection, but I haven''t figured out how to fill in the equation as you can probably tell. Anyhow, please help me! If thispost = 0 Then GoBack() Else Read() End If
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Hi

the vector (A,B,C) is the ''normalized normal'' of the plane. D is the distance from the plane to the origin.
So the usual practice is to just hold the normal and D in a plane struct/class. Filling it in goes then like this:


  void Plane::FromPoints ( Vector v1, Vector v2, Vector v3 ){	Vector d1, d2;	d1 = v2 - v1;	d2 = v3 - v1;	normal = CrossProduct ( d2, d1 );	normal.Normalize ();	D = -(normal.x*v1.x + normal.y*v1.y + normal.z*v1.z);}  


where v1, v2 and v3 are three arbitrary points on the plane




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Don''t think it has to be normalized (A,B,C). You may want it normalized for other reasons though
http://astronomy.swin.edu.au/~pbourke/geometry/planeeq/

google, first hit..

google("Plane Equation Ax+By+Cz+D=0");

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