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@StagPoint
Created September 25, 2018 17:57
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Find intersection point of three planes in C# for Unity
private bool planesIntersectAtSinglePoint( Plane p0, Plane p1, Plane p2, out Vector3 intersectionPoint )
{
const float EPSILON = 1e-4f;
var det = Vector3.Dot( Vector3.Cross( p0.normal, p1.normal ), p2.normal );
if( det < EPSILON )
{
intersectionPoint = Vector3.zero;
return false;
}
intersectionPoint =
( -( p0.distance * Vector3.Cross( p1.normal, p2.normal ) ) -
( p1.distance * Vector3.Cross( p2.normal, p0.normal ) ) -
( p2.distance * Vector3.Cross( p0.normal, p1.normal ) ) ) / det;
return true;
}
@cjzswang5
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Thanks!

Maybe, if (det < EPSILON) should be if (Mathf.Abs(det) < EPSILON

@StagPoint
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StagPoint commented Oct 26, 2021

Hmmm... That sounds interesting, I think I'll give it a try.

It seems likely that to me that if that's correct, I missed it because the specific project I'm currently using this in is pretty narrowly scoped (always a convex hull, with plane normals always pointing in towards the center of a symmetric enclosed volume so det is always positive for a valid solution, strict minimum size, etc).

Thanks for the heads-up 👍

@StagPoint
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StagPoint commented Oct 26, 2021

Hmm... Or it might be that the code above really only works for such situations, and will fall in cases where there's a greater than 90° angle between the plane normals, even if they do indeed all meet at a single point.

Checking the absolute value of det would really only be checking if the planes were nearly coplanar, right?

@cjzswang5
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In my project, it works very well if I use Mathf.Abs(det). I haven't figured out the intersectionPoint formula, but it seems to be applicable to all situations.

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