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In that case, create an orthogonal projection matrix oriented along that normal, then transform the triangle's vertices and your point through multiplication, and it should becomes a simple 2D check to see if the point lies in the triangle (volume).

Additionally, you would aso have a Z value you could use to discard points too high above the triangle.

LookAtLH is how you could do this in D3D/XNA for example, EyePosition could be the center of your triangle, Focus would be EyePosition + normal, and updirection should be anything perpendicular to that, i.e. any of the vertices of the triangle should work.

I'm sure you can find the source for a similar LookAt transformation matrix with a little googling if you don't want to use a whole library just for one function.

In that case, create an orthogonal projection matrix oriented along that normal, then transform the triangle's vertices and your point through multiplication, and it should becomes a simple 2D check to see if the point lies in the triangle (volume).

Additionally, you would aso have a Z value you could use to discard points too high above the triangle.

LookAtLH is how you could do this in D3D/XNA for example, EyePosition could be the center of your triangle, Focus would be EyePosition + normal, and updirection should be anything perpendicular to that, i.e. any of the vertices of the triangle should work.

I'm sure you can find the source for a similar LookAt transformation matrix with a little googling.

In that case, create an orthogonal projection matrix oriented along that normal, then transform the triangle's vertices and your point through multiplication, and it should becomes a simple 2D check to see if the point lies in the triangle (volume).

Additionally, you would aso have a Z value you could use to discard points too high above the triangle.

LookAtLH is how you could do this in D3D/XNA for example, EyePosition could be the center of your triangle, Focus would be EyePosition + normal, and updirection should be anything perpendicular to that, i.e. any of the vertices of the triangle should work.

I'm sure you can find the source for a similar LookAt transformation matrix with a little googling if you don't want to use a whole library just for one function.

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source | link

In that case, create an orthogonal projection matrix oriented along that normal, then transform the triangle's vertices and your point through multiplication, and it should becomes a simple 2D check to see if the point lies in the triangle (volume).

Additionally, you would aso have a Z value you could use to discard points too high above the triangle.

LookAtLH is how you could do this in D3D/XNA for example, EyePosition could be the center of your triangle, Focus would be EyePosition + normal, and updirection should be anything perpendicular to that, i.e. any of the vertices of the triangle should work.

I'm sure you can find the source for a similar LookAt transformation matrix with a little googling.