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The equation of the ray is p = camerapos + t*ray which is 3 equations (after splitting it up the coordinates): p.x = camerapos.x + t*ray.x p.y = camerapos.y + t*ray.y p.z = camerapos.z + t*ray.z then we know we want the point with p.y = 0 so lets fill it in: 0 = camerapos.y + t*ray.y t = -camerapos.y / ray.y then just fill in the t in the first ...


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I assume you know the ray direction, otherwise there are infinite rays that cross the floor. It crosses the floor when your camera pos (x,y,z) offset by a scaled ray direction k*(a,b,c) has zero height, so: y + k*b = 0 => (we only care about the y component) k = -y/b so the vector that you need to add to the camera is (-y/b)*(a,b,c) Of course, it goes ...


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This was bug. Reported it and it has hence been fixed.



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