1? If a line and a plane intersect one another, the intersection will either be a single point, or a line (if the line lies in the plane). One should first test for the most frequent case of a unique intersect point, namely that , since this excludes all the other cases. Or the line could completely lie inside the plane. Find the point of intersection for the infinite ray with direction (0, -1, -1) passing through position (0, 0, 10) with the infinite plane with a normal vector of (0, 0, 1) and which passes through [0, 0, 5]. Linux. When the intersection is a unique point, it is given by the formula: which can verified by showing that this P0 satisfies the parametric equations for all planes P1, P2 and P3. Thus the planes P1, P2 and P3 intersect in a unique point P0 which must be on L. Using the formula for the intersection of 3 planes (see the next section), where d3 = 0 for P3, we get: The number of operations for this solution = 11 adds + 23 multiplies. the same as in the above example, can be calculated applying simpler method. Find the point of intersection of the line having the position vector equation r1 = [2, 1, 1] + t[0, 1, 2] with the plane having the vector equation r2. Stoke's Theorem to evaluate line integral of cylinder-plane intersection. Doesn't matter, planes have no geometric size. Stokes theorem sphere. 0. u.z : -u.z);    // test if the two planes are parallel    if ((ax+ay+az) < SMALL_NUM) {        // Pn1 and Pn2 are near parallel        // test if disjoint or coincide        Vector   v = Pn2.V0 -  Pn1.V0;        if (dot(Pn1.n, v) == 0)          // Pn2.V0 lies in Pn1            return 1;                    // Pn1 and Pn2 coincide        else             return 0;                    // Pn1 and Pn2 are disjoint    }    // Pn1 and Pn2 intersect in a line    // first determine max abs coordinate of cross product    int      maxc;                       // max coordinate    if (ax > ay) {        if (ax > az)             maxc =  1;        else maxc = 3;    }    else {        if (ay > az)             maxc =  2;        else maxc = 3;    }    // next, to get a point on the intersect line    // zero the max coord, and solve for the other two    Point    iP;                // intersect point    float    d1, d2;            // the constants in the 2 plane equations    d1 = -dot(Pn1.n, Pn1.V0);  // note: could be pre-stored  with plane    d2 = -dot(Pn2.n, Pn2.V0);  // ditto    switch (maxc) {             // select max coordinate    case 1:                     // intersect with x=0        iP.x = 0;        iP.y = (d2*Pn1.n.z - d1*Pn2.n.z) /  u.x;        iP.z = (d1*Pn2.n.y - d2*Pn1.n.y) /  u.x;        break;    case 2:                     // intersect with y=0        iP.x = (d1*Pn2.n.z - d2*Pn1.n.z) /  u.y;        iP.y = 0;        iP.z = (d2*Pn1.n.x - d1*Pn2.n.x) /  u.y;        break;    case 3:                     // intersect with z=0        iP.x = (d2*Pn1.n.y - d1*Pn2.n.y) /  u.z;        iP.y = (d1*Pn2.n.x - d2*Pn1.n.x) /  u.z;        iP.z = 0;    }    L->P0 = iP;    L->P1 = iP + u;    return 2;}//===================================================================, James Foley, Andries van Dam, Steven Feiner & John Hughes, "Clipping Lines" in Computer Graphics (3rd Edition) (2013), Joseph O'Rourke, "Search and  Intersection" in Computational Geometry in C (2nd Edition) (1998), © Copyright 2012 Dan Sunday, 2001 softSurfer, For computing intersections of lines and segments in 2D and 3D, it is best to use the parametric equation representation for lines. 1 : t1;               // clip to max 1        if (t0 == t1) {                  // intersect is a point            *I0 = S2.P0 +  t0 * v;            return 1;        }        // they overlap in a valid subsegment        *I0 = S2.P0 + t0 * v;        *I1 = S2.P0 + t1 * v;        return 2;    }    // the segments are skew and may intersect in a point    // get the intersect parameter for S1    float     sI = perp(v,w) / D;    if (sI < 0 || sI > 1)                // no intersect with S1        return 0; // get the intersect parameter for S2    float     tI = perp(u,w) / D;    if (tI < 0 || tI > 1)                // no intersect with S2        return 0; *I0 = S1.P0 + sI * u;                // compute S1 intersect point    return 1;}//===================================================================, // inSegment(): determine if a point is inside a segment//    Input:  a point P, and a collinear segment S//    Return: 1 = P is inside S//            0 = P is  not inside SintinSegment( Point P, Segment S){    if (S.P0.x != S.P1.x) {    // S is not  vertical        if (S.P0.x <= P.x && P.x <= S.P1.x)            return 1;        if (S.P0.x >= P.x && P.x >= S.P1.x)            return 1;    }    else {    // S is vertical, so test y  coordinate        if (S.P0.y <= P.y && P.y <= S.P1.y)            return 1;        if (S.P0.y >= P.y && P.y >= S.P1.y)            return 1;    }    return 0;}//===================================================================, // intersect3D_SegmentPlane(): find the 3D intersection of a segment and a plane//    Input:  S = a segment, and Pn = a plane = {Point V0;  Vector n;}//    Output: *I0 = the intersect point (when it exists)//    Return: 0 = disjoint (no intersection)//            1 =  intersection in the unique point *I0//            2 = the  segment lies in the planeintintersect3D_SegmentPlane( Segment S, Plane Pn, Point* I ){    Vector    u = S.P1 - S.P0;    Vector    w = S.P0 - Pn.V0;    float     D = dot(Pn.n, u);    float     N = -dot(Pn.n, w);    if (fabs(D) < SMALL_NUM) {           // segment is parallel to plane        if (N == 0)                      // segment lies in plane            return 2;        else            return 0;                    // no intersection    }    // they are not parallel    // compute intersect param    float sI = N / D;    if (sI < 0 || sI > 1)        return 0;                        // no intersection    *I = S.P0 + sI * u;                  // compute segment intersect point    return 1;}//===================================================================, // intersect3D_2Planes(): find the 3D intersection of two planes//    Input:  two planes Pn1 and Pn2//    Output: *L = the intersection line (when it exists)//    Return: 0 = disjoint (no intersection)//            1 = the two  planes coincide//            2 =  intersection in the unique line *Lintintersect3D_2Planes( Plane Pn1, Plane Pn2, Line* L ){    Vector   u = Pn1.n * Pn2.n;          // cross product    float    ax = (u.x >= 0 ? a Plane. Then, coordinates of the point of intersection (x, y, 0) must satisfy equations of the given planes. Let this point be the intersection of the intersection line and the xy coordinate plane. Finding the intersection of an infinite ray with a plane in 3D is an important topic in collision detection. Evaluate using Stokes' Theorem. Is there a way to create a plane along a line that stops at exactly the intersection point of another line. > > I used (inters pt1 pt2 p3 p4) but it give me an intersection only if all the > points are at the same elevation. Surface to choose for the Stokes' theorem for intersection of sphere and plane. How do we find the intersection point of a line and a plane? N dot (P - P3) = 0. A plane is the two-dimensional analogue of a point (zero dimensions), a line (one dimension) and three-dimensional space. That point will be known as a line-plane intersection. As a line-plane intersection, matrix, intersection, line and plane intersection MATLAB How we. 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