Jump to content
  • Advertisement
Sign in to follow this  
THACO

Translating a plane

This topic is 4885 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have these bounding plane and I want to give them a path, is there anyway I can multiple the plane's information (A,B,C,D) by a matrix to move it properly, or am I better off just multiplying the one point used creation of the Plane by a translation matrix then recreating the plane with the normal and the new translated vertex? -THACO

Share this post


Link to post
Share on other sites
Advertisement
Well, you have:
x.A + y.B + z.C = D
(where (x,y,z) is the old origin)

The new equation will be (assuming (A,B,C) is the normalized plane normal):
(x+tx).A + (y+ty).B + (z+tz).C = D'
(where (tx,ty,tz) is the translation, D' the new D, normal is unaffected by translation, so A, B and C remain the same)

rewrite:
x.A + y.B + z.C + tx.A + ty.B + tz.C = D'
=
D + tx.A + ty.B + tz.C = D'

so in the new equation (A', B', C', D'):
A' = A
B' = B
C' = C
D' = D + tx.A + ty.B + tz.C

Feel free to correct me if I'm wrong...

Tom

Edit: I would suggest going for the vertex/normal implementation anyway. That would allow you to rotate as well. I'm not sure if that is possible with just the equation.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!