获取飞机上的最近点 [英] Getting closest point on a plane
问题描述
所以我有这个地形,并设置了垂直平面,现在我想结合这两种含义将平面的顶点移动到最接近的顶点.地形上的顶点. 我画了一个图来说明我的想法. 最终结果是地形看起来好像有些厚度.
So I have this terrain and with a perpendicular plane setup, now I want to combine those two meaning to move the vertices of the plane to their closest resp. vertices on the terrain. I made a drawing to illustrate my thoughts. Final result being the terrain will look like it has some thickness.
我还需要该点在地形上的投影
我在上一个线程中找到了此代码:
I found this code on a previous thread :
float distance = PointToPlaneDistance(smallObj.transform.position, wall.transform.position, wallNormal);
private float PointToPlaneDistance(Vector3 pointPosition, Vector3 planePosition, Vector3 planeNormal)
{
float sb, sn, sd;
sn = -Vector3.Dot(planeNormal, (pointPosition - planePosition));
sd = Vector3.Dot(planeNormal, planeNormal);
sb = sn / sd;
Vector3 result = pointPosition + sb * planeNormal;
return Vector3.Distance(pointPosition, result);
}
这里的结果向量是最接近的点(我认为!) 但是飞机正常吗? Unity具有内置的mesh.normals,可提供地形的所有表面法线.我应该在这里使用哪一个?
the result vector here is the closest point(i think!) But what is the plane normal? Unity has a built in mesh.normals which gives all the surface normals for the terrain. Which one should I use here?
推荐答案
我希望这会有所帮助:
public static Vector3 ProjectPointOnPlane(Vector3 planeNormal, Vector3 planePoint, Vector3 point){
float distance;
Vector3 translationVector;
//First calculate the distance from the point to the plane:
distance = SignedDistancePlanePoint(planeNormal, planePoint, point);
//Reverse the sign of the distance
distance *= -1;
//Get a translation vector
translationVector = SetVectorLength(planeNormal, distance);
//Translate the point to form a projection
return point + translationVector;
}
//Get the shortest distance between a point and a plane. The output is signed so it holds information
//as to which side of the plane normal the point is.
public static float SignedDistancePlanePoint(Vector3 planeNormal, Vector3 planePoint, Vector3 point){
return Vector3.Dot(planeNormal, (point - planePoint));
}
//create a vector of direction "vector" with length "size"
public static Vector3 SetVectorLength(Vector3 vector, float size){
//normalize the vector
Vector3 vectorNormalized = Vector3.Normalize(vector);
//scale the vector
return vectorNormalized *= size;
}
有关更有用的3D数学的信息,请参见: https://github.com/GregLukosek/3DMath
For more useful 3D Math look here: https://github.com/GregLukosek/3DMath
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