# 利用DirectX写的二个常用函数

 1：求两个平面相交所形成的直线： bool GetIntersectionLine (D3DXPLANE& plane01,D3DXPLANE& plane02,CRayLine& line) {        D3DXPlaneNormalize(&plane01,&plane01);        D3DXPlaneNormalize(&plane02,&plane02);        D3DXVECTOR3 plane01Normal=-D3DXVECTOR3(plane01.a,plane01.b,plane01.c);        D3DXVECTOR3 plane02Normal=-D3DXVECTOR3(plane02.a,plane02.b,plane02.c);        D3DXVECTOR3 tempD;        D3DXVec3Cross(&tempD,&plane01Normal,&plane02Normal);        if (D3DXVec3Length(&tempD)<0.0001)return false;        line.setDirection(tempD);        float s1,s2,a,b;        s1=plane01.d;s2=plane02.d;        float n1n2dot=D3DXVec3Dot(&plane01Normal,&plane02Normal);        float n1normsqr=D3DXVec3Dot(&plane01Normal,&plane01Normal);        float n2normsqr=D3DXVec3Dot(&plane02Normal,&plane02Normal);        a=(s2*n1n2dot-s1*n2normsqr)/(n1n2dot*n1n2dot-n1normsqr*n2normsqr);        b=(s1*n1n2dot-s2*n2normsqr)/(n1n2dot*n1n2dot-n1normsqr*n2normsqr);        line.setOrigin(a*plane01Normal+b*plane02Normal);        return true; } 2：求直线与平面的交点 bool Tool::LineIntersectPlane(const CRayLine& line,const D3DXPLANE& plane,float& t,D3DXVECTOR3& intersection) {        float s1=D3DXVec3Dot(&line.getDirection(),&D3DXVECTOR3(plane.a,plane.b,plane.c));        float s2=line.getOrigin().x*plane.a +line.getOrigin().y*plane.b+line.getOrigin().z*plane.c +plane.d;        if(abs(s1)<0.00001)        {               if(abs(s2)<0.00001)               {                      t=0;                      return true;               }               else               {return false;}        }          t=-s2;        t=t/s1;        intersection=line.getOrigin()+t*line.getDirection();        return true; }

• 本文已收录于以下专栏：

举报原因： 您举报文章：利用DirectX写的二个常用函数 色情 政治 抄袭 广告 招聘 骂人 其他 (最多只允许输入30个字)