3D Line-Plane Intersection
Here is a method in Java that finds the intersection between a line and a plane. There are vector methods that aren't included but their functions are pretty self explanatory.
/**
* Determines the point of intersection between a plane defined by a point and a normal vector and a line defined by a point and a direction vector.
*
* @param planePoint A point on the plane.
* @param planeNormal The normal vector of the plane.
* @param linePoint A point on the line.
* @param lineDirection The direction vector of the line.
* @return The point of intersection between the line and the plane, null if the line is parallel to the plane.
*/
public static Vector lineIntersection(Vector planePoint, Vector planeNormal, Vector linePoint, Vector lineDirection) {
if (planeNormal.dot(lineDirection.normalize()) == 0) {
return null;
}
double t = (planeNormal.dot(planePoint) - planeNormal.dot(linePoint)) / planeNormal.dot(lineDirection.normalize());
return linePoint.plus(lineDirection.normalize().scale(t));
}
Here is a Python example which finds the intersection of a line and a plane.
Where the plane can be either a point and a normal, or a 4d vector (normal form), In the examples below (code for both is provided).
Also note that this function calculates a value representing where the point is on the line, (called fac
in the code below).
You may want to return this too, because values from 0 to 1 intersect the line segment - which may be useful for the caller.
Other details noted in the code-comments.
Note: This example uses pure functions, without any dependencies - to make it easy to move to other languages.
With a Vector
data type and operator overloading, it can be more concise (included in example below).
# intersection function
def isect_line_plane_v3(p0, p1, p_co, p_no, epsilon=1e-6):
"""
p0, p1: Define the line.
p_co, p_no: define the plane:
p_co Is a point on the plane (plane coordinate).
p_no Is a normal vector defining the plane direction;
(does not need to be normalized).
Return a Vector or None (when the intersection can't be found).
"""
u = sub_v3v3(p1, p0)
dot = dot_v3v3(p_no, u)
if abs(dot) > epsilon:
# The factor of the point between p0 -> p1 (0 - 1)
# if 'fac' is between (0 - 1) the point intersects with the segment.
# Otherwise:
# < 0.0: behind p0.
# > 1.0: infront of p1.
w = sub_v3v3(p0, p_co)
fac = -dot_v3v3(p_no, w) / dot
u = mul_v3_fl(u, fac)
return add_v3v3(p0, u)
# The segment is parallel to plane.
return None
# ----------------------
# generic math functions
def add_v3v3(v0, v1):
return (
v0[0] + v1[0],
v0[1] + v1[1],
v0[2] + v1[2],
)
def sub_v3v3(v0, v1):
return (
v0[0] - v1[0],
v0[1] - v1[1],
v0[2] - v1[2],
)
def dot_v3v3(v0, v1):
return (
(v0[0] * v1[0]) +
(v0[1] * v1[1]) +
(v0[2] * v1[2])
)
def len_squared_v3(v0):
return dot_v3v3(v0, v0)
def mul_v3_fl(v0, f):
return (
v0[0] * f,
v0[1] * f,
v0[2] * f,
)
If the plane is defined as a 4d vector (normal form), we need to find a point on the plane, then calculate the intersection as before (see p_co
assignment).
def isect_line_plane_v3_4d(p0, p1, plane, epsilon=1e-6):
u = sub_v3v3(p1, p0)
dot = dot_v3v3(plane, u)
if abs(dot) > epsilon:
# Calculate a point on the plane
# (divide can be omitted for unit hessian-normal form).
p_co = mul_v3_fl(plane, -plane[3] / len_squared_v3(plane))
w = sub_v3v3(p0, p_co)
fac = -dot_v3v3(plane, w) / dot
u = mul_v3_fl(u, fac)
return add_v3v3(p0, u)
return None
For further reference, this was taken from Blender and adapted to Python.
isect_line_plane_v3()
in math_geom.c
For clarity, here are versions using the mathutils API (which can be modified for other math libraries with operator overloading).
# point-normal plane
def isect_line_plane_v3(p0, p1, p_co, p_no, epsilon=1e-6):
u = p1 - p0
dot = p_no * u
if abs(dot) > epsilon:
w = p0 - p_co
fac = -(plane * w) / dot
return p0 + (u * fac)
return None
# normal-form plane
def isect_line_plane_v3_4d(p0, p1, plane, epsilon=1e-6):
u = p1 - p0
dot = plane.xyz * u
if abs(dot) > epsilon:
p_co = plane.xyz * (-plane[3] / plane.xyz.length_squared)
w = p0 - p_co
fac = -(plane * w) / dot
return p0 + (u * fac)
return None