Comments (9)
for any poor soul wandering upon this post in confusion,
the baryPosition output uses barycentric coordinates for the x and y components. The z component is the scalar factor for ray.
That is,
1.0 - baryPosition.x - baryPosition.y = actual z barycentric coordinate
if you compute the point inside the triangle that corresponds to those barycentric coordinates, you'll find the exact same answer as if you did:
origin + direction * baryPosition.z
tl;dr:
[ v0.x v1.x v2.x ] [ baryPosition.x ]
[ v0.y v1.y v2.y ] * [ baryPosition.y ]
[ v0.z v1.z v2.z ] [ (1.0 - baryPosition.x - baryPosition.y) ]
is equal to
origin + direction * baryPosition.z
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Well, I feel it is exactly the way it should work, but should not it be documented?
I've noticed that sum of baryPosition coordinates is not 1 but really could not understand what the hell is going on until I've read the above explanation.
EDIT: as of version 0.9.6.1:
In fact barycentric coordinates are [(1 - bary.x - bary.y); bary.x; bary.y], which is a bit counter-intuitive.
So intersection result is as follows:
v0 * (1 - bary.x - bary.y) + v1 * bary.x + v2 * bary.y
= origin + direction * bary.z
= intersection coordinates (cartesian)
Also, triangle vertices must go counter-clockwise when looking along the ray for them to intersect.
(That is, in context of OpenGL, only front face of triangle intersects the ray, not the back one.)
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Can this be considered closed?
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Barycentric coordinates are still not explained in docs.
Should I check that my observations still hold (except for backface culling, #194) and post a 1-line pull request?
Edit: Actually, I am not sure how to edit docs properly. No relevant code changed (except removal of culling), so my observations still hold.
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If somebody is interested to improve / fix this code, I think a pull request is the best approach. :)
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This issue should be fixed in master branch for GLM 0.9.9 release.
Thanks for reporting,
Christophe
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It looks like now the barycentric z coordinate is never assigned, instead the value passed for it is merely divided by a determinant? (https://github.com/g-truc/glm/blob/master/glm/gtx/intersect.inl#L89)
Also, the test case doesn't actually use the z coordinate for the triangle vertices which makes it impossible to catch this "bug" (?) with it: https://github.com/g-truc/glm/blob/master/test/gtx/gtx_intersect.cpp#L12
I guess you can always calculate it from the other two coordinates, in which case a little documentation about that would be very appreciated.
Or am I missing something?
Kind regards, Jonathan.
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thank you @nlguillemot for your explanation
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@nlguillemot
Note that when calling glm::intersectRayTriangle(orig, dir, v0, v1, v2, baryPosition),
intersection = orig + baryPosition.z * dir
should in theory be equal to
intersection = v0 + (baryPosition.x * (v1 - v0) + baryPosition.y * (v2 - v0))
However, in practice, the latter is more accurate than the former.
In fact, I was playing with a 3D Gaussian function the other day and as we all know, this function usually converge to 0 pretty quickly. So, I tried to draw a contour line around it at mouse position using glm::intersectRayTriangle and it turned out that using the latter allowed me to draw the contour line further and more accurately than the former (using the resulting y-coordinate of the intersection to generate it).
So, if floating-point precision is an issue, use the latter.
Otherwise, since it's faster to compute, use the former.
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