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Filling in the plane equation (Ax+By+Cz+D=0)
How would I go about filling in the plane equation (Ax+By+Cz+D=0)? I am going to use it for collision detection, but I haven''t figured out how to fill in the equation as you can probably tell. Anyhow, please help me!
If thispost = 0 Then
GoBack()
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End If
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Hi
the vector (A,B,C) is the ''normalized normal'' of the plane. D is the distance from the plane to the origin.
So the usual practice is to just hold the normal and D in a plane struct/class. Filling it in goes then like this:
where v1, v2 and v3 are three arbitrary points on the plane
Runicsoft -- home of my open source Function Parser and more
the vector (A,B,C) is the ''normalized normal'' of the plane. D is the distance from the plane to the origin.
So the usual practice is to just hold the normal and D in a plane struct/class. Filling it in goes then like this:
void Plane::FromPoints ( Vector v1, Vector v2, Vector v3 ){ Vector d1, d2; d1 = v2 - v1; d2 = v3 - v1; normal = CrossProduct ( d2, d1 ); normal.Normalize (); D = -(normal.x*v1.x + normal.y*v1.y + normal.z*v1.z);}
where v1, v2 and v3 are three arbitrary points on the plane
Runicsoft -- home of my open source Function Parser and more
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Don''t think it has to be normalized (A,B,C). You may want it normalized for other reasons though
http://astronomy.swin.edu.au/~pbourke/geometry/planeeq/
google, first hit..
google("Plane Equation Ax+By+Cz+D=0");
"take a look around" - limp bizkit
www.google.com
google, first hit..
google("Plane Equation Ax+By+Cz+D=0");
"take a look around" - limp bizkit
www.google.com
If that's not the help you're after then you're going to have to explain the problem better than what you have. - joanusdmentia
My Page davepermen.net | My Music on Bandcamp and on Soundcloud
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