point from bary coords



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

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



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

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

    Hello Katachi,

    can you explain how to do the weighted sum?

    Cheers
    Renato T.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    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.


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