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Subject: 
Re: Quad intersections
Newsgroups: 
lugnet.cad.dev
Date: 
Fri, 16 Apr 1999 17:35:09 GMT
Viewed: 
1774 times
  
Based on Dave's formulae, I have been able to calculate the intersection of a
plane (given three points) and a line (given two points).  How do I then
determine whether the point of intersection falls within a quad (as in Dave's
"exercise left for the reader")?

-John Van

Dave Hylands wrote in message
<snip>
> Of course, now that you've found y, you probably need to verify that (x, y,
> z) actually falls within the given quad (as they say in the textbooks, this
> is an exercise left for the reader).
> 
> If anyone is interested in a more detailed derivation, I'd be happy to share
> the gory details.
> 



Message has 2 Replies:
  Re: Quad intersections
 
(...) Using quad points Q0 - Q3, point of intersection I. For all lines QmQn, where I.X is between Qm.X and Qn.X, interpolate the point Jmn on QmQn where Jmn.X = I.X. If I.Z is between min(Jmn.Z) and max(Jmn.Z) then I lies within quad Q. If I.Z is (...) (27 years ago, 16-Apr-99, to lugnet.cad.dev)
  Re: Quad intersections
 
(...) Here's what I use, it works for triangles but you can easily change it for a quad. The idea is to check the angles between the vectors formed by each vertex and the point you're testing. x,y,z: point p1,p2,p3: vertex (float[3]) double pa1[3], (...) (27 years ago, 16-Apr-99, to lugnet.cad.dev)

Message is in Reply To:
  RE: Quad intersections
 
Hi Steve, I've been lurking for a while and thought your post was interesting enough to figure it out. I brushed off my Calculus text book, and after a page and a half of algebra, and remembering what determinants and cross products are all about I (...) (27 years ago, 5-Apr-99, to lugnet.cad.dev)

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