#include "stdafx.h"
#include<iostream>
using namespace std;
struct Point3{
float x;
float y;
float z;
};
struct Vector{
float x;
float y;
float z;
};
struct Ray{ //一点,和一个方向向量(两点求差)确定一条射线,
Point3 p0;
Vector u;
};
struct Plane{ //一点,和一个法向量确定一个平面
Point3 p1;
Vector n;
};
float operator*(Vector v1,Vector v2)
{
float x = v1.x*v2.x+v1.y*v2.y+v1.z*v2.z;
return x;
}
float operator*(Vector v1, Point3 v2)
{
float x = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
return x;
}
Point3 operator*(float t, Vector v)
{
Point3 p;
p = { t*v.x, t*v.y, t*v.z };
return p;
}
Vector operator-(Vector v1, Vector v2)
{
Vector v3 = { v2.x-v1.x, v2.y-v1.y, v2.z-v1.z };
return v3;
}
Point3 operator+(Point3 v1, Point3 v2)
{
Point3 v3 = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
return v3;
}
Point3 operator-(Point3 v1, Point3 v2)
{
Point3 v3 = { v2.x - v1.x, v2.y - v1.y, v2.z - v1.z };
return v3;
}
Point3 RayPlaneIntersection(Ray ray,Plane plane)
{
Point3 p;
float t;
t = (plane.n*plane.p1 - plane.n*ray.p0) / (plane.n*ray.u);
p = ray.p0 + t*ray.u;
return p;
}
int _tmain(int argc, _TCHAR* argv[])
{
Ray r1;
Plane p1;
r1 = { { 0, 0, 0 }, { 0, 1, 0 } };
p1 = { { 0, 3, 0 }, { 0, -1, 0 } };
Point3 pt = RayPlaneIntersection(r1, p1);
cout << pt.x << " " << pt.y << " " << pt.z << endl;
return 0;
}
计算射线与平面的交点
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转载自blog.csdn.net/yangpan011/article/details/81316713
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