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 CAD / Development / 11020
Subject: 
calc_z4.c (Was: Math Problem Again)
Newsgroups: 
lugnet.cad.dev
Date: 
Thu, 22 Oct 2009 22:42:19 GMT
Viewed: 
16923 times
  
In lugnet.cad.dev, Paul Easter wrote:
In lugnet.cad.dev, Ronan Webb wrote:
In lugnet.cad.dev, Tore Eriksson wrote:
You are given three 3d cooridates.

(snip) <
If possible, I would like an Excel spreadsheet, but just the formula will do.

TIA,
/Tore



http://astronomy.swin.edu.au/~pbourke/geometry/planeeq/

(snip) <
Having worked these out (i.e. this has given you the A,B,C,D in
A.x + B.y + C.z + D = 0) just plug in your fourth point's x and y co-ords
(say x4 and y4) into this equation i.e. let x=x4 and let y=y4
This gives you the equation for z4 that you are looking for viz.
A.x4 + B.y4 +C.z4 +D =0 (where now the only thing you don't know is z4)
rearranging this is just
z4=(-D -A.x4 - B.x4)/C


Then again, it's late :)

Hey!  cool!   where was this info when I wrote my calculator program?  It would have made it alot easier. The calculator grew into a slightly different purpose though. it was for helping determine where to trim lines and quads at intersection points.

The last formula had a typo, here it is corrected.
z4=(-D -A.x4 - B.y4)/C

Tore, I will email you the spreadsheet I put this information into.

Paul

Sorry guys, just wanted to store this function in a safer place than my hard
drive. :)
I just don't want to remake it again...!
Feel free to copy/paste/edit/port if you need it!
/Tore


// calc_z4 by Tore Eriksson
// credits to Ronan Webb for the superb formula
double calc_z4(double x1,double y1,double z1,
       double x2,double y2,double z2,
       double x3,double y3,double z3,
       double x4,double y4)
{
double a,b,c,minus_d,z4;
a = y1*(z2-z3) + y2*(z3-z1) + y3*(z1-z2);
b = z1*(x2-x3) + z2*(x3-x1) + z3*(x1-x2);
c = x1*(y2-y3) + x2*(y3-y1) + x3*(y1-y2);
minus_d = x1*(y2*z3-y3*z2) + x2*(y3*z1-y1*z3) + x3*(y1*z2-y2*z1);
z4 = (minus_d - a*x4 - b*y4)/c;
return z4;
}


Subject: 
Re: calc_z4.c (Was: Math Problem Again)
Newsgroups: 
lugnet.cad.dev
Date: 
Fri, 23 Oct 2009 08:31:51 GMT
Viewed: 
16967 times
  
// calc_z4 by Tore Eriksson
// credits to Ronan Webb for the superb formula
double calc_z4(double x1,double y1,double z1,
       double x2,double y2,double z2,
       double x3,double y3,double z3,
       double x4,double y4)
{
double a,b,c,minus_d,z4;
a = y1*(z2-z3) + y2*(z3-z1) + y3*(z1-z2);
b = z1*(x2-x3) + z2*(x3-x1) + z3*(x1-x2);
c = x1*(y2-y3) + x2*(y3-y1) + x3*(y1-y2);
minus_d = x1*(y2*z3-y3*z2) + x2*(y3*z1-y1*z3) + x3*(y1*z2-y2*z1);
z4 = (minus_d - a*x4 - b*y4)/c;
return z4;
}

You also need a touch of code to catch when c=0 so that z4 is undefined ;)

Tim


Subject: 
Re: calc_z4.c (Was: Math Problem Again)
Newsgroups: 
lugnet.cad.dev
Date: 
Fri, 23 Oct 2009 23:41:57 GMT
Viewed: 
17402 times
  
In lugnet.cad.dev, Timothy Gould wrote:
// calc_z4 by Tore Eriksson
// credits to Ronan Webb for the superb formula
double calc_z4(double x1,double y1,double z1,
       double x2,double y2,double z2,
       double x3,double y3,double z3,
       double x4,double y4)
{
  double a,b,c,minus_d,z4;
  a = y1*(z2-z3) + y2*(z3-z1) + y3*(z1-z2);
  b = z1*(x2-x3) + z2*(x3-x1) + z3*(x1-x2);
  c = x1*(y2-y3) + x2*(y3-y1) + x3*(y1-y2);
  if(c==0)
  {
    err=11;
    c=1;
  }
  minus_d = x1*(y2*z3-y3*z2) + x2*(y3*z1-y1*z3) + x3*(y1*z2-y2*z1);
  z4 = (minus_d - a*x4 - b*y4)/c;
  return z4;
}

You also need a touch of code to catch when c=0 so that z4 is undefined ;)

Tim

That shouldn't really be happening, unless someone enters a "triangle" that
isn't a triangle, for example with x1, x2, and x3 all = 0, or a line that isn't
referring to a polygon for some reason yet is processed as one.

Hmm, division by zero is not a thing to play with. I might add these 3 LOC's
anyway. Thanks for pointing this possible/hypothetical source of errors out.

/Tore


Subject: 
Re: calc_z4.c (Was: Math Problem Again)
Newsgroups: 
lugnet.cad.dev
Date: 
Sun, 25 Oct 2009 20:28:59 GMT
Viewed: 
17199 times
  
In lugnet.cad.dev, Tore Eriksson wrote:
That shouldn't really be happening, unless someone enters a "triangle" that
isn't a triangle, for example with x1, x2, and x3 all = 0, or a line that isn't
referring to a polygon for some reason yet is processed as one.

Actually, if the original triangle is (for example) in the Y-Z plane, then just
passing in an x4 that's different from x1, x2, and x3 will result in a failure.
The equivalent goes for an initial triangle in the X-Z plane.

--Travis


Subject: 
Re: calc_z4.c (Was: Math Problem Again)
Newsgroups: 
lugnet.cad.dev
Date: 
Mon, 26 Oct 2009 00:54:13 GMT
Viewed: 
17689 times
  
In lugnet.cad.dev, Travis Cobbs wrote:
In lugnet.cad.dev, Tore Eriksson wrote:
That shouldn't really be happening, unless someone enters a "triangle" that
isn't a triangle, for example with x1, x2, and x3 all = 0, or a line that isn't
referring to a polygon for some reason yet is processed as one.

Actually, if the original triangle is (for example) in the Y-Z plane, then just
passing in an x4 that's different from x1, x2, and x3 will result in a failure.
The equivalent goes for an initial triangle in the X-Z plane.

--Travis

True, but such triangles will not be visible in the 2-D front view of the UI and
therefor not clickable - unless the program is buggy. And if you can't click on
them, the function never has to encounter data from them. Hopefully...

/Tore


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