How do I get the point in the triangle intersected with a ray

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2 comments, last by Buckeye 15 years, 8 months ago
How do I get the point in the triangle intersected with a ray? The dist is the distance between the intersected point in trainagle and the origin of the ray? D3DXIntersectTri(&v_tri[0],&v_tri[1],&v_tri[2],&originW,&dirW,&U,&V,&dist);
akira32 編程之家 Yahoohttp://tw.myblog.yahoo.com/akira32-akira32
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Quote:Original post by akira32
How do I get the point in the triangle intersected with a ray?
U and V are the Barycentric coordinates of the intersection point.

Quote:Original post by akira32
The dist is the distance between the intersected point in trainagle and the origin of the ray?
Yes.

Did you read the Documentation?
D3DXIntersectTri(&v1,&v2,&v3,&originW,&dirW,&U,&V,&dist);D3DXVECTOR3 vec1=originW+dist*dirW;float W=1-(U+V);D3DXVECTOR3 vec2;//intersected point in trianglevec2.x=(v1.x*W)+(v2.x*U)+(v3.x*V);vec2.y=(v1.y*W)+(v2.y*U)+(v3.y*V);vec2.z=(v1.z*W)+(v2.z*U)+(v3.z*V);


Is the vec1 equal to vec2?
akira32 編程之家 Yahoohttp://tw.myblog.yahoo.com/akira32-akira32
Yep.

FYI, you don't need to do the coordinates separately. D3DXVECTOR3 overloaded operators allow:

vec2 = v1*W + v2*U + v3*V;

Be aware: dist may be negative, which means dirW is pointing away from the triangle.

Also, be aware of the return value of D3DXIntersectTri. If false, that represents the condition where dirW is parallel to the plane of the triangle.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

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