Trianglearray

Hi,

Anybody Please help,

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

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

HI Cascade

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