Fabrice that is ok , I recall you told me ,you used to work  alot with
barycentric space . I looked through several techniques  for UV picking and
found that each of them is pretty different from another. Like that one I
posted above is different from one in Away3D BaryCentricTest class. One
thing I don't undestand in BaryCentricTest  getUVs(0 is why you invert the
denominator? is it for simplifying math calculations or it must be done for
some other reason.?

On Tue, Nov 23, 2010 at 5:34 PM, Fabrice3D <[email protected]> wrote:

> Also Ask Fabrice he told once he is a barycentric GURU :))
>>
> Can't recall that! Truth is far away from that. I needed other ways to
> retreive uvs than I was doing previously for the raytracer I was working on,
> and came across a version of this principle I liked. Credits due are in the
> class as its basically a 1/1 copy of this publication.
> In its first version/first commit, It was a variation of it, using away
> face order, which turned out be wrong, was easyer fix the raytracer and set
> it back
> and be able use the class for more cases. Such as the HitTest class for
> BSP.
>
> Pretty much all we need has been done, it's a matter of adaptation. No
> guru, no voodoo, no magic and certainly not me!
>
> Fabrice
>
>
> On Nov 23, 2010, at 2:34 PM, Michael Iv wrote:
>
> Ok here is a quick way to get UVs from ray-triangle intersection point:
>
>
>
> A;B;C vectors of triangle vertices
> P intersection vector
> uA uB uC- U coords of A B C
> vA vB vC -V coords of A B C
>
> First, you compute distances from P to A, B and C:
>
> dA = distance from A to P
> dB = distance from B to P
> dC = distance from C to B
>
> sum = dA + dB + dC
> coefA = dA / sum
> coefB = dB / sum
> coefC = dC / sum
>
> So, the texture coordinate at point P is :
>
> uP = uA * coefA + uB * coefB + uC * coefC
> vP = vA * coefA + vB * coefB + vC * coefC
>
> Read it in one of 3d math forums ,have not tested yet. But it is expressed
> exactly as barycentric formulas are formulated in math.
> Good Luck :))
>
> On Tue, Nov 23, 2010 at 2:23 PM, Michael Iv <[email protected]> wrote:
>
>> You should transform these coords to barycentric . I am too stuffed to
>> write a showcase on this.But there is a lot of materia on this in the
>> web.Also Ask Fabrice he told once he is a barycentric GURU :))
>>
>> But it seems to me that transform material should contain such an example
>> as it projects texture based on vector.
>>
>>
>> On Tue, Nov 23, 2010 at 2:19 PM, John Brookes <[email protected]>wrote:
>>
>>> Nice.
>>> So whats the UV position of the hit ;)
>>>
>>>
>>
>>
>> --
>> Michael Ivanov ,Programmer
>> Neurotech Solutions Ltd.
>> Flex|Air |3D|Unity|
>> www.neurotechresearch.com
>> http://blog.alladvanced.net
>> http://www.meetup.com/GO3D-Games-Opensource-3D/
>> Tel:054-4962254
>> [email protected]
>> [email protected]
>>
>>
>
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> http://blog.alladvanced.net
> http://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]
>
>
>


-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
http://www.meetup.com/GO3D-Games-Opensource-3D/
Tel:054-4962254
[email protected]
[email protected]

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