Intersection of the C ++ line and plane

Source: Internet
Author: User

The intersection between the midline and the plane of a three-dimensional space is calculated using the vector calculation method, which is easy to understand. The OpenGL version I have referred to is straightforward.

Last pointCodeFor reference only

// PL Ray endpoint, pp plane point, e-ray unit vector, q plane information, P return intersection void ctriobject: calculatelineandplane (double pl [], double PP [], double E [], double * q, double * P) {double T; if (Q [1] * E [0] + Q [2] * E [1] + Q [3] * E [2]) = 0) {return;} else {T = (Q [1] * (PP [0]-pl [0]) + Q [2] * (PP [1]-pl [1]) + Q [3] * PP [2]) /(Q [1] * E [0] + Q [2] * E [1] + Q [3] * E [2]); P [0] = pl [0] + E [0] * t; P [1] = pl [1] + E [1] * t; P [2] = E [2] * t ;}}

 

 

 

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