How to do ray plane intersection?

风格不统一 提交于 2019-11-30 04:57:48

As wonce commented, you want to also allow the denominator to be negative, otherwise you will miss intersections with the front face of your plane. However, you still want a test to avoid a division by zero, which would indicate the ray being parallel to the plane. You also have a superfluous negation in your computation of t. Overall, it should look like this:

float denom = normal.dot(ray.direction);
if (abs(denom) > 0.0001f) // your favorite epsilon
{
    float t = (center - ray.origin).dot(normal) / denom;
    if (t >= 0) return true; // you might want to allow an epsilon here too
}
return false;

First consider the math of the ray-plane intersection:

In general one intersects the parametric form of the ray, with the implicit form of the geometry.

So given a ray of the form x = a * t + a0, y = b * t + b0, z = c * t + c0;

and a plane of the form: A x * B y * C z + D = 0;

now substitute the x, y and z ray equations into the plane equation and you will get a polynomial in t. you then solve that polynomial for the real values of t. With those values of t you can back substitute into the ray equation to get the real values of x, y and z. Here it is in Maxima:

Note that the answer looks like the quotient of two dot products! The normal to a plane is the first three coefficients of the plane equation A, B, and C. You still need D to uniquely determine the plane. Then you code that up in the language of your choice like so:

Point3D intersectRayPlane(Ray ray, Plane plane)
{
    Point3D point3D;

    //  Do the dot products and find t > epsilon that provides intersection.


    return (point3D);
}

implementation of vwvan's answer

Vector3 Intersect(Vector3 planeP, Vector3 planeN, Vector3 rayP, Vector3 rayD)
{
    var d = Vector3.Dot(planeP, -planeN);
    var t = -(d + rayP.z * planeN.z + rayP.y * planeN.y + rayP.x * planeN.x) / (rayD.z * planeN.z + rayD.y * planeN.y + rayD.x * planeN.x);
    return rayP + t * rayD;
}
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