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 Trianglearray  (Read 817 times) 0 Members and 1 Guest are viewing this topic.
rmdire

Junior Devvie

 « Posted 2004-04-19 07:46:20 »

Hi,

I have loaded a terrain model into my scene and then got the shape3D.Geometry() for my model and loaded the geometry into a triangleArray.
I can now access vertices info etc.
Does anybody know how I can pinpoint a triangle on my model terrain - based on a single x,z (no y) coordinate

ie - looking down the y axis if I am at point x,z - on my terrain model - what triangle is that point in.

grateful for any ideas or help

Thanks

rmdire

Junior Devvie

Java games rock!

 « Reply #1 - Posted 2004-04-22 05:44:04 »

I am doing something like this for a simulation of a robotic vehicle driving on a heightfield based terrain.

You may use a rayIntersectsTriangle algorithm.

For my simulation I use a complete geometry outside Xith since I just started to work with Xith and have no idea about the collision stuff.

The following algorithm does the computation based on a plane defined by 3 points in 3d space. So its used like plane.rayIntersectsTriangle(beamStart,beamEnd, returnHitPoint);
Original is:
// From the rayIntersectsTriangle Algorithm of Tomas M?ller & Prosolvia Clarus AB

// ========================================= public boolean rayIntersectsTriangle (minimally faster (5-10%) than v2 (does not create new intersection point)
public boolean rayIntersectsTriangle3(point3d _s1, point3d _s2, point3d _rtn) {
//System.out.println("RAY TRIANGLE INTERSECTION !");

vector3d dir = new vector3d(_s2,_s1,false);

vector3d edge1 = va;
vector3d edge2 = vb;

vector3d pvec = new vector3d(dir,edge2,false);

double det = edge1.dotProduct(pvec);

if ( det > -EPSILON && det < EPSILON ) {
//System.out.println("IS PARALLEL !");
return false;
}

double inv_det = 1.0 / det;

vector3d tvec = new vector3d(_s1,a,false);

double u = tvec.dotProduct(pvec) * inv_det;

//System.out.println("u="+u);

if (u < 0.0 || u > 1.0) {
//System.out.println("NO INTERSECTION [1]!");
return false;

}

vector3d qvec = new vector3d(tvec,edge1,false);

double v = dir.dotProduct(qvec) * inv_det;
//System.out.println("v="+v);
if ( v < 0.0 || (u+v) > 1.0 ) {
// System.out.println("NO INTERSECTION [2] !");
return false;
}

double t = edge2.dotProduct(qvec)*inv_det;

_s1.translate(dir,t,_rtn);

//System.out.println("FOUND INTERSECTION ["+t+"] @ "+_rtn.x+" "+_rtn.y+" "+_rtn.z+" !");
return true;
}
Warning: the code may possibly incomplete due to cut and paste formatting problems.

This algorithm is based on my point,vector,plane classes which I coded without knowledge of javax.vecmath and I had no time yet to port them.

If thats what you are looking for contact me and I'll send (explay) the code.

evilscientist at gmx  net
rmdire

Junior Devvie

 « Reply #2 - Posted 2004-04-28 06:49:49 »

I've tried to email you - but you don't seem to be getting the mail.

anyway - Yes please - any help and example code would be much appreciated.

Should this be of any interest to you - I have some code which Calculates the weight into a triangle from a specified point within the triangle area and uses that to calculate the y .

Cheers

rmdire
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