intersectionWithTriangle Method
Compute the intersection of the ray with a triangle.
- This method is faster than
BarycentricTriangle.intersectRay3d
.
intersectionWithTriangle(vertex0: Point3d, vertex1: Point3d, vertex2: Point3d, distanceTol?: number, parameterTol?: number, result?: Point3d): undefined | Point3d
@returns the intersection point if ray intersects the triangle. Otherwise, return undefined.
Parameter | Type | Description |
---|---|---|
vertex0 | Point3d | first vertex of the triangle |
vertex1 | Point3d | second vertex of the triangle |
vertex2 | Point3d | third vertex of the triangle |
distanceTol | number | optional tolerance used to check if ray is parallel to the triangle or if we have line intersection but not ray intersection (if tolerance is not provided, Geometry.smallMetricDistance is used) |
parameterTol | number | optional tolerance used to snap barycentric coordinates of the intersection point to a triangle edge or vertex (if tolerance is not provided, Geometry.smallFloatingPoint is used) |
result | Point3d | optional pre-allocated object to fill and return |
Returns - undefined | Point3d
the intersection point if ray intersects the triangle. Otherwise, return undefined.
Defined in
- geometry3d/Ray3d.ts Line 396
Last Updated: 17 December, 2024
Found something wrong, missing, or unclear on this page?Raise an issue in our repo.