How to find the intersection point of three planes?

I am trying to create a rendering of raw data from a Quake 3..map file using Java. The .map format stores information about the brush (shape) as a series of planes, but I would like to convert them to points of the shape (x, y, z). In this regard, math is a little taller than me, just as anyone has tips on how I can do this? I am fine using external libraries if necessary, but I would rather use my own code if possible.

Some data to play:

Dimensions:   64*64*64
Position:     All sides are equidistant from the origin (0,0,0)
Shape:     Cube
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 )
( 64 64 64 ) ( -64 64 64 ) ( 64 64 -64 )
( 64 64 64 ) ( 64 64 -64 ) ( 64 -64 64 )
( -64 -64 -64 ) ( 64 -64 -64 ) ( -64 64 -64 )
( -64 -64 -64 ) ( -64 -64 64 ) ( 64 -64 -64 )
( -64 -64 -64 ) ( -64 64 -64 ) ( -64 -64 64 )

Edit:

This data shows a cube that has 6 sides. Each of these six sides can be saved as a plane, with three coordinates to show position and orientation. Each row of the above data shows one plane, and all 6 lines form 6 planes that make up the cube.

This image helps illustrate my point: Three points defining a plane

The points p1, p2 and p3 are what I give in the line in the above data.

The Quake 3 engine needs to figure out which parts of the aircraft to keep during compilation, but at the moment I'm not interested. If you need more information, feel free to ask!

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