I'm trying to write a ray tracer in my freetime. Currently trying to do ray - bounded plane intersections.
My program is already working with infinite planes. I'm trying to work out the math for non-infinite planes. Tried to google, but all of the resources talk only about infinite planes.
My plane has a corner point (called position), from which two vectors (u and v) extend (their length correspond to the length of the sides). The ray has an origin and a direction.
First I calculate the intersection point with an infinite plane with the formula
t = normal * (position - origin) / (normal * direction)
The normal is calculated as a cross product of u and v. Then with the formula
origin + direction * t
I get the intersection point itself.
The next step is checking if this point is in the bounds of the rectangle, and this is where I'm having trouble.
My idea was to get the relative vector intersection - position that is extending from the corner of the plane to the intersection point, then transform it to a new basis of u, normal and v then check if the lengths of the transformed vectors are shorter than the u and v vectors.
bool BoundedPlane::intersect(const Vec3f &origin, const Vec3f &direction, float &t) const {
t = normal * (position - origin) / (normal * direction);
Vec3f relative = (origin + direction * t) - position;
Mat3f transform{
Vec3f(u.x, normal.x, v.x),
Vec3f(u.y, normal.y, v.y),
Vec3f(u.z, normal.z, v.z)
};
Vec3f local = transform.mul(relative);
return t > 0 && local.x >= 0 && local.x <= u.x && local.z <= 0 && local.z <= v.z;
}
At the end I check if t is larger than 0, meaning the intersection is in front of the camera, and if the lengths of the vectors are inside the bounds. This gives me a weird line:
.
The plane should appear below the spheres like this:

(this used manual checking to see if it appears correctly if the numbers are right).
I'm not sure what I'm doing wrong, and if there's an easier way to check the bounds. Thanks in advance.
Edit1:
I moved the transformation matrix calculations into the constructor, so now the intersection test is:
bool BoundedPlane::intersect(const Vec3f &origin, const Vec3f &direction, float &t) const {
if (!InfinitePlane::intersect(origin, direction, t)) {
return false;
}
Vec3f local = transform.mul((origin + direction * t) - position);
return local.x >= 0 && local.x <= 1 && local.z >= 0 && local.z <= 1;
}
The transform member is the inverse of the transformation matrix.
Mat3f's constructor its rows or columns? - if they are rows then they should be the three basis vectors. 2) They should also be normalized, or you will need to account for scaling. 3) Sincelocalis in the... local basis of the plane, it should be bound by(|u|, |v|)(or(width, length)if you choose to normalizeu, v), not(u.x, v.z)which are coordinates in the world basis. - meowgoesthedog