Code archives/3D Graphics - Maths/Point distance to a Line
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Given 2 3d points A and B (that make up for a line-segment) and a point P; this function will return the shortest distance between that point P and the line. I use this for my vertex lighting system where I have a 'linear light' (a light defined by 2 3d coordinates) to check if a vertex (point P) is 'within range' of that light, and it's distance determines it's fall-off. You could also use this to determin if the player is 'too close' to a laser beam for example (or some other linear-object) like: IF 'player-distance-to-line' <= 'heath-range-of-beam' THEN 'add damage to player' :) Danny | |||||
Function PointDistanceToLine#( ax#,ay#,az#, bx#,by#,bz#, px#,py#,pz# ) ;| Calculates the shortest distance between a point P(xyz) and a line segment defined by A(xyz) and B(xyz) - danny. ;get the length of each side of the triangle ABP ab# = Sqr( (bx-ax)*(bx-ax) + (by-ay)*(by-ay) + (bz-az)*(bz-az) ) bp# = Sqr( (px-bx)*(px-bx) + (py-by)*(py-by) + (pz-bz)*(pz-bz) ) pa# = Sqr( (ax-px)*(ax-px) + (ay-py)*(ay-py) + (az-pz)*(az-pz) ) ;get the triangle's semiperimeter semi# = (ab+bp+pa) / 2.0 ;get the triangle's area area# = Sqr( semi * (semi-ab) * (semi-bp) * (semi-pa) ) ;return closest distance P to AB Return (2.0 * (area/ab)) End Function |
Comments
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That works great! Thanks for posting! |
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I use this for my vertex lighting system Clear off "Nisbet" - this is clearly my code. "Danny" - old buddy/pal. You forgot to post the vertex lighting system - no need to worry - just email it to me - I'll check it over. |
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