Three known space, you can can determine the composition of the three flat space. At this time, according to a point X and Y values to the Z value is obtained at that point in the plane. This process is especially useful for the elevation of a point or a right triangular patches required value, which itself can be seen as a linear interpolation.
The algorithm is particularly simple idea, first calculate the normal vector of the plane of the three-point composition (can be found in "Planar known three-point normal vector" ); and the planar normal vector \ (n = (A, B , C) \) peace surface at a point \ (m = (X0, yO, Z0) \) , with a point in the plane French equation:
\ [a (X--X0) + B (the Y-yO) + C (the Z-Z0) = 0 \]
Finally, according to X, Y values desire point, into equation solver Z value.
Specific codes are as follows:
#include<iostream>
using namespace std;
//三维double矢量
struct Vec3d
{
double x, y, z;
Vec3d()
{
x = 0.0;
y = 0.0;
z = 0.0;
}
Vec3d(double dx, double dy, double dz)
{
x = dx;
y = dy;
z = dz;
}
void Set(double dx, double dy, double dz)
{
x = dx;
y = dy;
z = dz;
}
};
//计算三点成面的法向量
void Cal_Normal_3D(const Vec3d& v1, const Vec3d& v2, const Vec3d& v3, Vec3d &vn)
{
//v1(n1,n2,n3);
//平面方程: na * (x – n1) + nb * (y – n2) + nc * (z – n3) = 0 ;
double na = (v2.y - v1.y)*(v3.z - v1.z) - (v2.z - v1.z)*(v3.y - v1.y);
double nb = (v2.z - v1.z)*(v3.x - v1.x) - (v2.x - v1.x)*(v3.z - v1.z);
double nc = (v2.x - v1.x)*(v3.y - v1.y) - (v2.y - v1.y)*(v3.x - v1.x);
//平面法向量
vn.Set(na, nb, nc);
}
void CalPlanePointZ(const Vec3d& v1, const Vec3d& v2, const Vec3d& v3, Vec3d& vp)
{
Vec3d vn;
Cal_Normal_3D(v1, v2, v3, vn);
if (vn.z != 0) //如果平面平行Z轴
{
vp.z = v1.z - (vn.x * (vp.x - v1.x) + vn.y * (vp.y - v1.y)) / vn.z; //点法式求解
}
}
int main()
{
Vec3d v1(1.0, 5.2, 3.7);
Vec3d v2(2.8, 3.9, 4.5);
Vec3d v3(7.6, 8.4, 6.2);
Vec3d vp;
v3.x = 5.6;
v3.y = 6.4;
v3.z = 0.0;
CalPlanePointZ(v1, v2, v3, vp);
return 0;
}