Advertisement Jump to content
Sign in to follow this  
AhmedCoeia

Projecting a Quad from light source and Normal Vector

This topic is 1784 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

Hi All,

 

I'm having a decal mesh( a quad) which has a shadow texture. and I have a bike, which has its forward direction, I have the normal to the ground, and normal touching point to ground. I have also the direction of light.

 

My quad on the floor has 4 vertices, so I assumed as the figure Points C,D is set to be parallel with the front wheel and the back wheel. 

 

I would like to get the maths and get the points A, B  with respect to the light direction. 

 

My current code is : I would like to determine both vxPosSide2, and VxPosSide3

Quaternion rot = Quaternion.AngleAxis(Source.rotation.eulerAngles.y, normal) * Quaternion.FromToRotation(new Vector3(0, 1, 0), normal);
Vector3 pos = point + new Vector3(0, 0.1f, 0);
Color32 colorSideTexture = mRenderer.sharedMaterial.GetColor("_Color");

Vector3 vxPos1Side = pos + rot * (new Vector3(-1.4f, 0, -0.7f) * scale);
Vector3 vxPos2Side = pos + rot * (new Vector3(0, 0, -0.7f) * scale);
Vector3 vxPos3Side = pos + rot * (new Vector3(0, 0, 0.7f) * scale);
Vector3 vxPos4Side = pos + rot * (new Vector3(-1.4f, 0, 0.7f) * scale);
 
mDecalSide.SetVertex(0, vxPos1Side, colorSideTexture);
mDecalSide.SetVertex(1, vxPos2Side, colorSideTexture);
mDecalSide.SetVertex(2, vxPos3Side, colorSideTexture);
mDecalSide.SetVertex(3, vxPos4Side, colorSideTexture);
 

Share this post


Link to post
Share on other sites
Advertisement

This topic is 1784 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.

Guest
This topic is now closed to further replies.
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!