
May 26th, 2020, 05:05 PM
#1
[RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
for i get the point on a 3D line, i use these function:
Code:
Position3D GetLinePosition(Position3D Origin, Position3D Destiny, double ActualPosition, Coordenates WhatCoordenate = Z){
// Getting the AB vector(BA or DestinyOrigin):
Position3D AB;
AB.X = Destiny.X  Origin.X;
AB.Y = Destiny.Y  Origin.Y;
AB.Z = Destiny.Z  Origin.Z;
Position3D NewPosition;
double T;
// depending on player movement(for get 1 coordenate and the T), we get the point coordenate:
if ((WhatCoordenate == X))
{
// X = Ax + T
// T = AxX
T = Origin.X  ActualPosition;
NewPosition.X = ActualPosition;
NewPosition.Y = Origin.Y + AB.Y * T;
NewPosition.Z = Origin.Z + AB.Z * T;
}
else if ((WhatCoordenate == Y))
{
// Y = Ay + T
// T = AyY
T = Origin.Y  ActualPosition;
NewPosition.Y = ActualPosition;
NewPosition.X = Origin.X + AB.X * T;
NewPosition.Z = Origin.Z + AB.Z * T;
}
else if ((WhatCoordenate == Z))
{
// Z = Az + T
// T = AzZ
T = Origin.Z  ActualPosition;
NewPosition.Z = ActualPosition;
NewPosition.X = Origin.X + AB.X * T;
NewPosition.Y = Origin.Y + AB.Y * T;
}
GetLinePosition = NewPosition;
}
is these function correct for i get a point from 1 3D line using\knowing Z(for example)?

May 27th, 2020, 04:19 AM
#2
Re: how i get point on a 3D line knowing the Z or X or Y?
Originally Posted by Cambalinho
is these function correct for i get a point from 1 3D line using\knowing Z(for example)?
I cannot tell whether your code is correct but if the problem is to find a point on a 3D line given that one coordinate is fixed, then this is how I would go about it.
Say you have two points in 3D called origin (O) and destination (D) and there's a direction vector AB between O and D calculated as DO. Now say we have a 3D line going through O and D. It can be described in parametric form as,
P = O + t*AB
The parameter t is an ordinary number and by varying it you get all points P on the line.
Explicitly for 3D it becomes,
P.x = O.x + t*AB.x
P.y = O.y + t*AB.y
P.z = O.z + t*AB.z
Now say you have P.x and want to find P.y and P.z so P is on the line. Then first solve the P.x equation above for t. Next plug t into the other equations and you get P.y and P.z.
Last edited by wolle; May 27th, 2020 at 01:34 PM.

May 27th, 2020, 02:28 PM
#3
Re: how i get point on a 3D line knowing the Z or X or Y?
correct me more things:
 the AB it's the destiny point line minus origin point line, right?
 knowing the Z, how we calculate the T?
T = AB.z  Z
is these correct?
wow i forget the O point.... maybe you can correct me more
PS: i know the other thread seems 'RESOLVED', but i need more corrections.. sorry
Last edited by Cambalinho; May 27th, 2020 at 02:30 PM.

May 27th, 2020, 02:46 PM
#4
Re: how i get point on a 3D line knowing the Z or X or Y?
Originally Posted by Cambalinho
correct me more things:
 the AB it's the destiny point line minus origin point line, right?
 knowing the Z, how we calculate the T?
T = AB.z  Z
is these correct?
wow i forget the O point.... maybe you can correct me more
PS: i know the other thread seems 'RESOLVED', but i need more corrections.. sorry
Yes AB is the vector going from O to D. It's calculated as D  O like,
AB.x = D.x  O.x
AB.y = D.y  O.y
AB.z = D.z  O.z
If you know the zcoordinate of P that is P.z and want to find out t you start with this,
P.z = O.z + t*AB.z
Doing simple algebraic manipulations you can solve it for t like,
P.z = O.z + t*AB.z
=>
P.z  O.z = t*AB.z
=>
(P.z  O.z) / AB.z = t
So the formula for t is,
t = (P.z  O.z) / AB.z
When you have t you plug it into,
P.x = O.x + t*AB.x
P.y = O.y + t*AB.y
which will give you P.x and P.y.
So by starting with a certain P.z you have found also P.x and P.y. The point P = (P.x, P,y, P.z) lies on the 3D line that goes through O and has the direction AB.
Last edited by wolle; May 27th, 2020 at 03:00 PM.

May 27th, 2020, 03:02 PM
#5
Re: how i get point on a 3D line knowing the Z or X or Y?
thank you so much for all.. thank you.
i get the same result, because the 1st collision point is wrong
but now i have the function corrected:
Code:
Private Function GetLinePosition(Origin As Position3D, Destiny As Position3D, ActualPosition As Double, Optional WhatCoordenate As Coordenates = Z) As Position3D
'Getting the AB vector(BA or DestinyOrigin):
Dim AB As Position3D
AB.X = Destiny.X  Origin.X
AB.Y = Destiny.Y  Origin.Y
AB.Z = Destiny.Z  Origin.Z
Dim NewPosition As Position3D
Dim T As Double
'depending on player movement(for get 1 coordenate and the T), we get the point coordenate:
If (WhatCoordenate = X) Then
'P.x = O.x + t*AB.x
't = (P.x  O.x) / AB.x
T = (ActualPosition  Origin.X) / AB.X
NewPosition.X = ActualPosition
NewPosition.Y = Origin.Y + AB.Y * T
NewPosition.Z = Origin.Z + AB.Z * T
ElseIf (WhatCoordenate = Y) Then
'P.y = O.y + t*AB.y
't = (P.y  O.y) / AB.y
T = (ActualPosition  Origin.Y) / AB.Y
NewPosition.Y = ActualPosition
NewPosition.X = Origin.X + AB.X * T
NewPosition.Z = Origin.Z + AB.Z * T
ElseIf (WhatCoordenate = Z) Then
'P.z = O.z + t*AB.z
't = (P.z  O.z) / AB.z
T = (ActualPosition  Origin.Z) / AB.Z
NewPosition.Z = ActualPosition
NewPosition.X = Origin.X + AB.X * T
NewPosition.Y = Origin.Y + AB.Y * T
End If
GetLinePosition = NewPosition
End Function
thank you so much for all... thank you

May 27th, 2020, 03:10 PM
#6
Re: how i get point on a 3D line knowing the Z or X or Y?
i'm sorry, but i can't rate you now: forum rules... sorry

May 28th, 2020, 01:53 PM
#7
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
when i calculate the 'T', how i know the Z or X or Y is from the line?
is only compare, before calculate the 'T', if Z(or X or Y) belongs between the OriginX and DestinyX?

May 28th, 2020, 04:32 PM
#8
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
Originally Posted by Cambalinho
how i know the Z or X or Y is from the line?
This is the parametric version of a 3D line we have used,
P.x = O.x + t*AB.x
P.y = O.y + t*AB.y
P.z = O.z + t*AB.z
Looking at the first equation,
P.x = O.x + t*AB.x
we note that if t=0 then
P.x = O.x
and if t=1 then
P.x = O.x + AB.x = O.x + (D.x  O.x) = D.x
and if t is somewhere in between 0 and 1 then P.x is between O.x and D.x.
So a P.x between O.x and D.x is equivalent to a t between 0 and 1. P.y and P.z follow analogously. For any specific t between 0 and 1 you have a point (P.x, P.y, P.x) on the line between O and D.
Last edited by wolle; May 30th, 2020 at 04:12 AM.

May 30th, 2020, 02:35 PM
#9
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
let me ask you anotherthing: when i get the point from GetLinePosition(), i notice 1 thing: the floor isn't there for some Z pixels... so the best is change the player.Z to player.Z100... i'm tell you '100', but i don't have sure what is the position that drawed correctly... so maybe the 100 is the best shot... what you can tell me more about it?
(i need floor on player bottom )

May 31st, 2020, 11:20 AM
#10
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
when:
Code:
AB.X = Destiny.X  Origin.X
AB.Y = Destiny.Y  Origin.Y
AB.Z = Destiny.Z  Origin.Z
are zero, how can i calculate the 'T'?
Code:
T = (ActualPosition  Origin.X) / AB.X

May 31st, 2020, 04:52 PM
#11
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
Originally Posted by Cambalinho
zero, how can i calculate the 'T'?
This is the parametric version of a 3D line we have used,
P.x = O.x + t*AB.x
P.y = O.y + t*AB.y
P.z = O.z + t*AB.z
If say AB.x is 0 then it becomes,
P.x = O.x
P.y = O.y + t*AB.y
P.z = O.z + t*AB.z
This means P.x must be O.x for P to be on the line regardless of how P.y and P.z are chosen.
Mathematically t is no longer part of the first equation which therefore cannot be used to calculate a t. If you still try to do it then you end up with t=infinity, indicating no specific t exists. It's because when AB.x is 0 then there isn't just one t that fixes P.y and P.z to give a point P on the line, there are infinitely many and for all of them P.x=O.x. These t can be calculated from the second or the third equations.
You will have to treat this situation as a special case in your code. It depends on how the game is supposed to work. Maybe you could just set t to 0 if AB.x is 0 (or very close to 0). This gives (O.x,O.y,O.z) which is a valid point on the line.
Last edited by wolle; June 1st, 2020 at 01:02 PM.

June 1st, 2020, 02:32 PM
#12
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
wolle see these calculation:
AB.X = Destiny.X  Origin.X
if Destiny is the same of Origin, the AB.X is zero.
yes i test point by point for get the right result... maybe i must use the same line origin and destiny and maybe avoid these problem
it's hard to complete these hidden lines, but i must learn what i can
Last edited by Cambalinho; June 1st, 2020 at 02:38 PM.

June 1st, 2020, 02:41 PM
#13
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
Originally Posted by Cambalinho
when:
Code:
AB.X = Destiny.X  Origin.X
AB.Y = Destiny.Y  Origin.Y
AB.Z = Destiny.Z  Origin.Z
are zero, how can i calculate the 'T'?
Code:
T = (ActualPosition  Origin.X) / AB.X
In such a case you cannot "calculate the 'T".
Just because the points Destiny and Origin are the same.
And it is up to you to prove whether it is possible and if it is then by what conditions.
Victor Nijegorodov

June 1st, 2020, 03:16 PM
#14
Re: [RESOLVED] how i get point on a 3D line knowing the Z or X or Y?
"Just because the points Destiny and Origin are the same.
And it is up to you to prove whether it is possible and if it is then by what conditions."
because i was wrong using the actual line point
i know that i'm doing several errors without notice for draw where only we see the line:
Code:
Private Sub DrawPlane(Position As Position3D, Size As Size3D, Rotation As Angle3D, WorldSize As Size3D)
Dim Points(4) As POINTAPI
Dim NewPoint As POINTAPI
Dim NewPosition3D As Position3D
Dim RotatedPosition As Position3D
Dim DestinyPosition As Position3D
Dim sizeD As Size3D
Dim OldPosition As Position3D
FillSize3D sizeD, 0, 0, 0
'FillPosition3D RotatedPosition, Position.X + Size.Width / 2, Position.Y + Size.Height / 2, Position.Z + Size.ZDepth / 2
With Player1.Position
FillPosition3D RotatedPosition, .X, .Y, .Z 'Camera Position
End With
If (IsCollision3D(Camera1.Position, Camera1.Size, Position, Size) = False) Then Exit Sub
'Floor:
'Vector1
FillPosition3D NewPosition3D, Position.X, Position.Y, Position.Z
NewPosition3D = Rotate(NewPosition3D, Rotation, RotatedPosition)
If (IsCollision3D(NewPosition3D, sizeD, Camera1.Position, Camera1.Size) = False) Then
FillPosition3D DestinyPosition, Position.X, Position.Y, Position.Z + Size.ZDepth
If (Player1.MoveCoordenates = X) Then
NewPosition3D = GetLinePosition(NewPosition3D, DestinyPosition, Camera1.Position.X, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Y) Then
NewPosition3D = GetLinePosition(NewPosition3D, DestinyPosition, Camera1.Position.Y, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Z) Then
NewPosition3D = GetLinePosition(NewPosition3D, DestinyPosition, Camera1.Position.Z, Player1.MoveCoordenates)
End If
End If
OldPosition = NewPosition3D
NewPoint = ConvertPositon3DTo2D(NewPosition3D, Camera1.Size)
Points(0) = NewPoint
'Vector2
FillPosition3D NewPosition3D, Position.X, Position.Y, Position.Z + Size.ZDepth
NewPosition3D = Rotate(NewPosition3D, Rotation, RotatedPosition)
If (IsCollision3D(Player1.Position, World3D, NewPosition3D, Size) = False) Then
FillPosition3D DestinyPosition, Position.X, Position.Y, Position.Z + Size.ZDepth
If (Player1.MoveCoordenates = X) Then
NewPosition3D = GetLinePosition(OldPosition, DestinyPosition, Camera1.Position.X, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Y) Then
NewPosition3D = GetLinePosition(OldPosition, DestinyPosition, Camera1.Position.Y, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Z) Then
NewPosition3D = GetLinePosition(OldPosition, DestinyPosition, Camera1.Position.Z, Player1.MoveCoordenates)
End If
End If
NewPoint = ConvertPositon3DTo2D(NewPosition3D, WorldSize)
Points(1) = NewPoint
'Vector3
FillPosition3D NewPosition3D, Position.X + Size.width, Position.Y, Position.Z + Size.ZDepth
NewPosition3D = Rotate(NewPosition3D, Rotation, RotatedPosition)
If (IsCollision3D(Player1.Position, World3D, NewPosition3D, Size) = False) Then
FillPosition3D DestinyPosition, Position.X + Size.width, Position.Y + Size.height, Position.Z
If (Player1.MoveCoordenates = X) Then
NewPosition3D = GetLinePosition(NewPosition3D, DestinyPosition, Camera1.Position.X, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Y) Then
NewPosition3D = GetLinePosition(NewPosition3D, DestinyPosition, Camera1.Position.Y, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Z) Then
NewPosition3D = GetLinePosition(NewPosition3D, DestinyPosition, Camera1.Position.Z, Player1.MoveCoordenates)
End If
End If
OldPosition = NewPosition3D
NewPoint = ConvertPositon3DTo2D(NewPosition3D, WorldSize)
Points(2) = NewPoint
'Vector4
FillPosition3D NewPosition3D, Position.X + Size.width, Position.Y + Size.height, Position.Z
NewPosition3D = Rotate(NewPosition3D, Rotation, RotatedPosition)
If (IsCollision3D(Player1.Position, World3D, NewPosition3D, Size) = False) Then
FillPosition3D DestinyPosition, Position.X, Position.Y, Position.Z
If (Player1.MoveCoordenates = X) Then
NewPosition3D = GetLinePosition(OldPosition, DestinyPosition, Camera1.Position.X, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Y) Then
NewPosition3D = GetLinePosition(OldPosition, DestinyPosition, Camera1.Position.Y, Player1.MoveCoordenates)
ElseIf (Player1.MoveCoordenates = Z) Then
NewPosition3D = GetLinePosition(OldPosition, DestinyPosition, Camera1.Position.Z, Player1.MoveCoordenates)
End If
End If
NewPoint = ConvertPositon3DTo2D(NewPosition3D, WorldSize)
Points(3) = NewPoint
FillStyle = vbFSSolid
FillColor = vbRed
Polygon Me.hdc, Points(0), 4
End Sub
with time, i will fix it or change my idea on how to fix it
Last edited by Cambalinho; June 1st, 2020 at 03:19 PM.
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