问题
I find the trilinear coordinates of the coordinate of the point of intersection through the barycentric coordinates. Barycentric coordinates are correct (seemingly).
private const double Epsilon = 0.000001d;
public static Vector3? GetPointIntersectionRayAndTriangle(Vector3 rayOrigin, Vector3 rayDirection, Vector3 vert0, Vector3 vert1, Vector3 vert2)
{
Vector3 edge1 = new Vector3();
Vector3 edge2 = new Vector3();
Vector3 tvec = new Vector3();
Vector3 pvec = new Vector3();
Vector3 qvec = new Vector3();
double det, invDet;
edge1 = vert1 - vert0;
edge2 = vert2 - vert0;
pvec = Cross(rayDirection, edge2);
det = Dot(edge1, pvec);
if (det > -Epsilon && det < Epsilon)
{
return null;
}
invDet = 1d / det;
tvec = rayOrigin - vert0;
double t, u, v;
u = Dot(tvec, pvec) * invDet;
if (u < 0 || u > 1)
{
return null;
}
qvec = Cross(tvec, edge1);
v = Dot(rayDirection, qvec) * invDet;
if (v < 0 || u + v > 1)
{
return null;
}
t = Dot(edge2, qvec) * invDet;
return GetTrilinearCoordinates(t, u, v, vert0, vert1, vert2);
}
private static double Dot(Vector3 v1, Vector3 v2)
{
return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z;
}
private static Vector3 Cross(Vector3 v1, Vector3 v2)
{
Vector3 dest;
dest.X = v1.Y * v2.Z - v1.Z * v2.Y;
dest.Y = v1.Z * v2.X - v1.X * v2.Z;
dest.Z = v1.X * v2.Y - v1.Y * v2.X;
return dest;
}
private static Vector3 GetTrilinearCoordinates(double t, double u, double v, Vector3 vert0, Vector3 vert1, Vector3 vert2)
{
float a = (vert0 - vert1).Length();
float b = (vert1 - vert2).Length();
float c = (vert2 - vert0).Length();
return new Vector3((float)t / a, (float)u / b, (float)v / c);
}
- rayOrigin - beginning of the ray.
- vert0, vert1, vert2 - coordinates of the triangle.
I use this unit test to check:
[TestMethod]
public void GetPointIntersectionRayAndTriangleCheckOnResult()
{
Vector3? vector1 = ComputationsInThreeDimensionalSpace.GetPointIntersectionRayAndTriangle(
new Vector3(1, 1, 2),
new Vector3(0, 0, -4),
new Vector3(0, 0, 0),
new Vector3(4, -1, 0),
new Vector3(0, 5, 0));
if (!vector1.HasValue)
{
Assert.Fail();
}
Assert.AreEqual(new Vector3(1, 1, 0), vector1.Value);
}
Are there other ways to find the point of intersection of a ray with a triangle? It is desirable without barycentric coordinates.
回答1:
t
is not a barycentric coordinate, but the distance from the origin to the intersection, so should not be passed to GetTrilinearCoordinates
. Instead you should pass 1 - u - v
, because Moller-Trumbore returns normalized Barycentric coordinates.
回答2:
This is the working code for finding the point where the ray hits the triangle. GetTimeAndUvCoord returns null if the beam does not hit the triangle
The function GetTimeAndUvCoord finds T and UV. The GetTrilinearCoordinateOfTheHit function returns XYZ.
private const double Epsilon = 0.000001d;
public static Vector3? GetTimeAndUvCoord(Vector3 rayOrigin, Vector3 rayDirection, Vector3 vert0, Vector3 vert1, Vector3 vert2)
{
var edge1 = vert1 - vert0;
var edge2 = vert2 - vert0;
var pvec = Cross(rayDirection, edge2);
var det = Dot(edge1, pvec);
if (det > -Epsilon && det < Epsilon)
{
return null;
}
var invDet = 1d / det;
var tvec = rayOrigin - vert0;
var u = Dot(tvec, pvec) * invDet;
if (u < 0 || u > 1)
{
return null;
}
var qvec = Cross(tvec, edge1);
var v = Dot(rayDirection, qvec) * invDet;
if (v < 0 || u + v > 1)
{
return null;
}
var t = Dot(edge2, qvec) * invDet;
return new Vector3((float)t, (float)u, (float)v);
}
private static double Dot(Vector3 v1, Vector3 v2)
{
return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z;
}
private static Vector3 Cross(Vector3 v1, Vector3 v2)
{
Vector3 dest;
dest.X = v1.Y * v2.Z - v1.Z * v2.Y;
dest.Y = v1.Z * v2.X - v1.X * v2.Z;
dest.Z = v1.X * v2.Y - v1.Y * v2.X;
return dest;
}
public static Vector3 GetTrilinearCoordinateOfTheHit(float t, Vector3 rayOrigin, Vector3 rayDirection)
{
return rayDirection * t + rayOrigin;
}
来源:https://stackoverflow.com/questions/51797766/how-to-find-the-intersection-point-of-a-ray-and-a-triangle