*On 20/10/2005 at 07:13, xxxxxxxx wrote:*

User Information:

Cinema 4D Version: 9.5

Platform: Windows ; Mac ;

Language(s) : C++ ;

---------

Hi,

does anybody know how to compute a point in a triangle from its barycentric coords (that I got from the Ray collider engine)?

Or any links to that topic?

Thanks

]]>*On 20/10/2005 at 07:13, xxxxxxxx wrote:*

User Information:

Cinema 4D Version: 9.5

Platform: Windows ; Mac ;

Language(s) : C++ ;

---------

Hi,

does anybody know how to compute a point in a triangle from its barycentric coords (that I got from the Ray collider engine)?

Or any links to that topic?

Thanks

]]>*On 20/10/2005 at 07:55, xxxxxxxx wrote:*

ok, got it. It´s just a weighted sum of the coords. :)

]]>*On 22/10/2005 at 16:02, xxxxxxxx wrote:*

Hello Katachi,

can you explain how to do the weighted sum?

Cheers

Renato T.

*On 22/10/2005 at 16:29, xxxxxxxx wrote:*

Take all of the x-coordinate values, sum together, and divide by the number of x values (three in the case of a triangle). Do the same for the y and z coordinate values.

T.x = (A.x + B.x + C.x) * 0.3333333;

T.y = (A.y + B.y + C.y) * 0.3333333;

T.z = (A.z + B.z + C.z) * 0.3333333;

By weighted, I think he means 'average'. If you were going to weight the sum, you might multiply each value by some weighting value. If this is the case, then it becomes:

T.x = ((A.x*wA)+(B.x*wB)+(C.x*wC))*0.3333333;

etc.

where wA/wB/wC are weights applied to each point's coordinate component.

*On 22/10/2005 at 16:33, xxxxxxxx wrote:*

ok thanks

I did the same things to get random coordinate in the triangle :)

cheers

Renato T.