I have a line and a triangle somewhere in 3D space. In other words, I have 3 points ([x,y,z] each) for the triangle, and two points (also [x,y,z]) for the line.
I ne
To find the intersection between a line and a triangle in 3D, follow this approach:
Intersect the line with the plane supporting the triangle:
If there is an intersection, verify that the intersection point indeed lies in the triangle:
Here is some sample code with detailed computations that should work:
// Compute the plane supporting the triangle (p1, p2, p3)
// normal: n
// offset: d
//
// A point P lies on the supporting plane iff n.dot(P) + d = 0
//
ofVec3f v21 = p2 - p1;
ofVec3f v31 = p3 - p1;
ofVec3f n = v21.getCrossed(v31);
float d = -n.dot(p1);
// A point P belongs to the line from P1 to P2 iff
// P = P1 + t * (P2 - P1)
//
// Find the intersection point P(t) between the line and
// the plane supporting the triangle:
// n.dot(P) + d = 0
// = n.dot(P1 + t (P2 - P1)) + d
// = n.dot(P1) + t n.dot(P2 - P1) + d
//
// t = -(n.dot(P1) + d) / n.dot(P2 - P1)
//
ofVec3f P21 = P2 - P1;
float nDotP21 = n.dot(P21);
// Ignore line parallel to (or lying in) the plane
if (fabs(nDotP21) < Epsilon)
return false;
float t = -(n.dot(P1) + d) / nDotP21;
ofVec3f P = P1 + t * P21;
// Plane bounding the inside half-space of edge (p1, p2):
// normal: n21 = n x (p2 - p1)
// offset: d21 = -n21.dot(p1)
//
// A point P is in the inside half-space iff n21.dot(P) + d21 > 0
//
// Edge (p1, p2)
ofVec3f n21 = n.cross(v21);
float d21 = -n21.dot(p1);
if (n21.dot(P) + d21 <= 0)
return false;
// Edge (p2, p3)
ofVec3f v32 = p3 - p2;
ofVec3f n32 = n.cross(v32);
float d32 = -n32.dot(p2);
if (n32.dot(P) + d32 <= 0)
return false;
// Edge (p3, p1)
ofVec3f n13 = n.cross(-v31);
float d13 = -n13.dot(p3);
if (n13.dot(P) + d13 <= 0)
return false;
return true;
Some comments on the code posted with the question:
ofVec3f (.dot() and .cross() for geometric products, etc...) should be preferred when available (more readable, avoids implementation mistakes, etc...),