plane

How to get distance from point to plane in 3d?

这一生的挚爱 提交于 2020-01-16 16:09:08
问题 I have a triangle with points A, B, C and Point in space (P). How can I get distance from point to plane? I need to calc distance from P to plane, even when my triangle lie far away(or not above to the point, like on picture). Point and triangle: 回答1: If the point is P(x1,y1,z1) and the plane is ax+by+cz+d = 0 Distance dist = Abs(a*x1+b*y1+c*z1+d) / Sqrt(a^2+b^2+c^2) 回答2: I assume you want to compute perpendicular distance between point and plane given 3 points on it forming a triangle. Here

How to get distance from point to plane in 3d?

被刻印的时光 ゝ 提交于 2020-01-16 16:08:15
问题 I have a triangle with points A, B, C and Point in space (P). How can I get distance from point to plane? I need to calc distance from P to plane, even when my triangle lie far away(or not above to the point, like on picture). Point and triangle: 回答1: If the point is P(x1,y1,z1) and the plane is ax+by+cz+d = 0 Distance dist = Abs(a*x1+b*y1+c*z1+d) / Sqrt(a^2+b^2+c^2) 回答2: I assume you want to compute perpendicular distance between point and plane given 3 points on it forming a triangle. Here

Mapping coordinates from plane given by normal vector to XY plane

╄→尐↘猪︶ㄣ 提交于 2020-01-09 09:54:11
问题 So, I have this algorithm to calculate cross-section of 3D shape with plane given with normal vector. However, my current problem is, that the cross-section is set of 3D points (all lying on that given plane) and to display it I need to map this coordinates to XY plane. This works perfect if the plane normal is something like (0,0,c) - I just copy x and y coordinates discarding z. And here is my question: Since I have no idea how to convert any other plain could anybody give me any hint as to

How can I make the glOrtho parallelepiped rotating?

佐手、 提交于 2020-01-06 10:40:44
问题 I have my world rendered. Based on some specific requirements it includes (some time) some lights on the floor. I am rendering these lights using triangle primitives. Right now I have the following code to zoom and limit the rendering area: if(aspect>1) gl.glOrtho(-scale*aspect, scale*aspect, -scale, scale, 0, 2); else gl.glOrtho(-scale, scale, -scale/aspect, scale/aspect, 0, 2); As you can see in this image, the far plane is cutting the light throught a line (parallel to the line on the

GLSL Shader - Shadow between 2 textures on a plane

我是研究僧i 提交于 2020-01-05 10:36:17
问题 I'm writting a game with AGK (App Game Kit) and I wanted to make some shadows with shaders. (AGK only support GLSL 1.20 at the moment) On my game, I have a plane object, where I have 2 textures. The first texture is the background texture, and the second, is the foreground texture, with a transparent path where we see the background texture (they are like the walls) and I have a pointer light. Here is an example (left is what I have, right is what I want) : And here is the code : attribute

Unity Intersections Mask

[亡魂溺海] 提交于 2020-01-03 16:48:08
问题 Is there any way to detect if an object with a certain amount of vertices hits a plane? If so, I want to draw it in binary (black/white) onto the plane or create a texture with it. And I also don't care about if this can only be created with raycasts or some tricky physics operations / shaders / etc.. I'm just wondering what mathematical algorithm could create this. Here is an example of what I'm trying to achieve: Cheers, Michael 回答1: Most games will achieve this with specialized shaders:

Calculating a 2D joint probability distribution

笑着哭i 提交于 2020-01-02 07:44:11
问题 I have many points inside a square. I want to partition the square in many small rectangles and check how many points fall in each rectangle, i.e. I want to compute the joint probability distribution of the points. I am reporting a couple of common sense approaches, using loops and not very efficient: % Data N = 1e5; % number of points xy = rand(N, 2); % coordinates of points xy(randi(2*N, 100, 1)) = 0; % add some points on one side xy(randi(2*N, 100, 1)) = 1; % add some points on the other

LibGDX guidance - sprite tracing 2D infinite random bezier curve

耗尽温柔 提交于 2020-01-01 17:09:25
问题 I've been able to apply a smooth animation to my sprite and control it using the accelerometer. My sprite is fixed to move left and right along the x-aixs. From here, I need to figure out how to create a vertical infinite wavy line for the sprite to attempt to trace. the aim of my game is for the user to control the sprite's left/right movement with the accelerometer in an attempt to trace the never ending wavy line as best they can, whilst the sprite and camera both move in a vertical

How to fit a plane to a 3D point cloud?

谁都会走 提交于 2019-12-25 11:56:45
问题 I want to fit a plane to a 3D point cloud. I use a RANSAC approach, where I sample several points from the point cloud, calculate the plane, and store the plane with the smallest error. The error is the distance between the points and the plane. I want to do this in C++, using Eigen. So far, I sample points from the point cloud and center the data. Now, I need to fit the plane to the samples points. I know I need to solve Mx = 0 , but how do I do this? So far I have M (my samples), I want to

Three.js - PlaneGeometry from Math.Plane

五迷三道 提交于 2019-12-23 01:34:45
问题 I am trying to draw a least squares plane through a set of points in Three.js. I have a plane defined as follows: var plane = new THREE.Plane(); plane.setFromNormalAndCoplanarPoint(normal, point).normalize(); My understanding is that I need to take that plane and use it to come up with a Geometry in order to create a mesh to add to the scene for display: var dispPlane = new THREE.Mesh(planeGeometry, planeMaterial); scene.add(dispPlane); I've been trying to apply this answer to get the