Hi Martin. I'm trying to calculate the normal
vector of a plane based on a known projection of a known 3D vector
onto the plane.
Basically, I'm looking for the
equation of a ray going from the closest point of a 3d cube
(rendered to 2D projection) to my camera. I'm using the convention
that this point is positioned at (0,0,0). Other visible points of
the cube are at (1,0,0), (0,-1,0), (0,0,-1) and so forth. This
would be simple were it possible to invert the cross product but
i'm having a brain block. I hope this makes sense. Any ideas would
be greatly appreciated. Thanks!
is accurately modeling the real world because if we cross
multiply A x B to get a mutually perpendicular vector C, then we
try to invert the problem to say that we know A and C and we want
to find B we find that there are many values of B that will give
us the answer we want so there is no solution.
your problem does have a unique solution there must be a way to
formulate it without using inverse cross product, or where the
inverses cancel out?
Where I can, I have put links to Amazon for books that are relevant to
the subject, click on the appropriate country flag to get more details
of the book or to buy it from them.
Introduction to 3D Game Programming with DirectX 9.0 - This is quite a small book
but it has good concise information with subjects like, maths introduction and
Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices,
Transforms and Trigonometry. (But no euler angles or quaternions). Also includes
ray tracing and some linear & rotational physics also collision detection
(but not collision response).