I had a similar problem, and used the same method you have below. The algorithm
is correct if you assume the intersect distance is placed in dist[0], however
this may not be the case. The documentation on Intersect doesn't define what
dist[0] does(why is it an array?), or what value is placed back in it if an
intersect returns true. The value of dist[0] is changed, but I have not been
able to make sense out of the values placed in it.
In my case I had to write my own ray-triangle intersector to get results I
could trust.
Yu Kui Zhou wrote:
> Given Intersect.rayAndTriangle(myRay, coords, 3, dist)) = true,
> I wnat to find the point of intersection - interPoint. I tried
> the following code to do the job
>
> //dist[0]-the distance between the origin of the
> //myRay and the point of intersection.
>
> Point3d interPoint = new Point3d();
> Vector3d di = new Vector3d();
> myRay.get(interPoint, di);//(origin,direction vector)
> di.normalize();//normalising the direction vector
> di.scale(dist[0]); //di = dist[0]*di
> interPoint.add(di);//interPoint=di+interPoint
>
> The result derived however was wrong. I really have no idea why
> is that. I appreciate if you can help.
>
> Zhou
>
> Email: [EMAIL PROTECTED]
> fax +61-2-6249 0506
>
> ===========================================================================
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
> of the message "signoff JAVA3D-INTEREST". For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".