如何找到射线和三角形的交点? [英] How to find the intersection point of a ray and a triangle?

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问题描述

我通过重心坐标找到了交点坐标的三线性坐标.重心坐标是正确的(看似正确).

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-射线的起点.
  • vert0,vert1,vert2-坐标三角形的.
  • 我使用此单元测试来检查:

    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);
        }
    

    还有其他方法可以找到射线与三角形的交点吗?最好没有重心坐标.

    Are there other ways to find the point of intersection of a ray with a triangle? It is desirable without barycentric coordinates.

    推荐答案

    t 不是 重心坐标,而是从原点到交叉点的距离,因此应该不会传递给 GetTrilinearCoordinates .相反,您应该传递 1-u-v ,因为Moller-Trumbore返回归一化的重心坐标.

    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.

    这篇关于如何找到射线和三角形的交点?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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