3D point-triangle collision detection in Scratch
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Math3D_Wizard
Posted on July 25, 2025 • Expert
🎯 Question
I’m working on a 3D game in Scratch and need to detect when a point (like the player) collides with a triangle in 3D space. I understand this involves projecting the point onto the triangle’s plane and then checking if it’s inside the triangle, but I’m struggling with the mathematical implementation. Can someone provide a complete solution with proper vector math?
🔬 Complete 3D Point-Triangle Collision Detection
Section titled “🔬 Complete 3D Point-Triangle Collision Detection”Detecting collision between a point and a triangle in 3D space is one of the most fundamental operations in 3D graphics and game development. This involves several mathematical concepts including plane equations, vector projections, and barycentric coordinates.
📐 Mathematical Foundation
Section titled “📐 Mathematical Foundation”🎯 Step 1: Calculate Triangle Normal Vector
Section titled “🎯 Step 1: Calculate Triangle Normal Vector”First, we need to find the normal vector of the triangle’s plane using the cross product:
// Calculate triangle normal vector define calculate triangle normal set [edge1 x v] to ((triangle B x) - (triangle A x)) set [edge1 y v] to ((triangle B y) - (triangle A y)) set [edge1 z v] to ((triangle B z) - (triangle A z)) set [edge2 x v] to ((triangle C x) - (triangle A x)) set [edge2 y v] to ((triangle C y) - (triangle A y)) set [edge2 z v] to ((triangle C z) - (triangle A z)) // Cross product: edge1 × edge2 set [normal x v] to (((edge1 y) * (edge2 z)) - ((edge1 z) * (edge2 y))) set [normal y v] to (((edge1 z) * (edge2 x)) - ((edge1 x) * (edge2 z))) set [normal z v] to (((edge1 x) * (edge2 y)) - ((edge1 y) * (edge2 x))) // Normalize the normal vector set [normal length v] to ([sqrt v] of (((normal x) * (normal x)) + ((normal y) * (normal y)) + ((normal z) * (normal z)))) set [normal x v] to ((normal x) / (normal length)) set [normal y v] to ((normal y) / (normal length)) set [normal z v] to ((normal z) / (normal length))
🎯 Step 2: Project Point onto Triangle Plane
Section titled “🎯 Step 2: Project Point onto Triangle Plane”Next, we project the 3D point onto the triangle’s plane:
// Project point onto triangle plane define project point onto plane // Calculate distance from point to plane set [to point x v] to ((point x) - (triangle A x)) set [to point y v] to ((point y) - (triangle A y)) set [to point z v] to ((point z) - (triangle A z)) // Dot product with normal set [distance to plane v] to (((to point x) * (normal x)) + ((to point y) * (normal y)) + ((to point z) * (normal z))) // Project point onto plane set [projected x v] to ((point x) - ((distance to plane) * (normal x))) set [projected y v] to ((point y) - ((distance to plane) * (normal y))) set [projected z v] to ((point z) - ((distance to plane) * (normal z)))
🎯 Step 3: Create 2D Coordinate System
Section titled “🎯 Step 3: Create 2D Coordinate System”We need to create a 2D coordinate system on the triangle’s plane:
// Create 2D coordinate system on triangle plane define create 2d coordinate system // Use edge1 as U axis (already calculated) set [u axis x v] to (edge1 x) set [u axis y v] to (edge1 y) set [u axis z v] to (edge1 z) // Normalize U axis set [u length v] to ([sqrt v] of (((u axis x) * (u axis x)) + ((u axis y) * (u axis y)) + ((u axis z) * (u axis z)))) set [u axis x v] to ((u axis x) / (u length)) set [u axis y v] to ((u axis y) / (u length)) set [u axis z v] to ((u axis z) / (u length)) // Calculate V axis: normal × U axis set [v axis x v] to (((normal y) * (u axis z)) - ((normal z) * (u axis y))) set [v axis y v] to (((normal z) * (u axis x)) - ((normal x) * (u axis z))) set [v axis z v] to (((normal x) * (u axis y)) - ((normal y) * (u axis x)))
🎯 Step 4: Convert to 2D Coordinates
Section titled “🎯 Step 4: Convert to 2D Coordinates”Convert all points to the 2D coordinate system:
// Convert 3D points to 2D coordinates define convert to 2d (x) (y) (z) // Vector from triangle A to the point set [to point x v] to ((x) - (triangle A x)) set [to point y v] to ((y) - (triangle A y)) set [to point z v] to ((z) - (triangle A z)) // Project onto U and V axes set [u coord v] to (((to point x) * (u axis x)) + ((to point y) * (u axis y)) + ((to point z) * (u axis z))) set [v coord v] to (((to point x) * (v axis x)) + ((to point y) * (v axis y)) + ((to point z) * (v axis z))) // Convert triangle vertices to 2D convert to 2d (triangle A x) (triangle A y) (triangle A z) set [triangle A 2d u v] to (u coord) set [triangle A 2d v v] to (v coord) convert to 2d (triangle B x) (triangle B y) (triangle B z) set [triangle B 2d u v] to (u coord) set [triangle B 2d v v] to (v coord) convert to 2d (triangle C x) (triangle C y) (triangle C z) set [triangle C 2d u v] to (u coord) set [triangle C 2d v v] to (v coord) // Convert projected point to 2D convert to 2d (projected x) (projected y) (projected z) set [point 2d u v] to (u coord) set [point 2d v v] to (v coord)
🎯 Step 5: Point-in-Triangle Test (Barycentric Coordinates)
Section titled “🎯 Step 5: Point-in-Triangle Test (Barycentric Coordinates)”Use barycentric coordinates to determine if the point is inside the triangle:
// Point-in-triangle test using barycentric coordinates define point in triangle 2d // Calculate vectors set [v0 u v] to ((triangle C 2d u) - (triangle A 2d u)) set [v0 v v] to ((triangle C 2d v) - (triangle A 2d v)) set [v1 u v] to ((triangle B 2d u) - (triangle A 2d u)) set [v1 v v] to ((triangle B 2d v) - (triangle A 2d v)) set [v2 u v] to ((point 2d u) - (triangle A 2d u)) set [v2 v v] to ((point 2d v) - (triangle A 2d v)) // Calculate dot products set [dot00 v] to (((v0 u) * (v0 u)) + ((v0 v) * (v0 v))) set [dot01 v] to (((v0 u) * (v1 u)) + ((v0 v) * (v1 v))) set [dot02 v] to (((v0 u) * (v2 u)) + ((v0 v) * (v2 v))) set [dot11 v] to (((v1 u) * (v1 u)) + ((v1 v) * (v1 v))) set [dot12 v] to (((v1 u) * (v2 u)) + ((v1 v) * (v2 v))) // Calculate barycentric coordinates set [inv denom v] to (1 / (((dot00) * (dot11)) - ((dot01) * (dot01)))) set [u bary v] to (((dot11) * (dot02)) - ((dot01) * (dot12))) * (inv denom) set [v bary v] to (((dot00) * (dot12)) - ((dot01) * (dot02))) * (inv denom) // Check if point is inside triangle if <<((u bary) > 0) and <((v bary) > 0)>> and <((u bary) + (v bary)) < 1>> then set [collision result v] to [true] else set [collision result v] to [false] end
🚀 Step 6: Complete Collision Detection System
Section titled “🚀 Step 6: Complete Collision Detection System”// Main collision detection function define check 3d triangle collision calculate triangle normal project point onto plane create 2d coordinate system convert to 2d (projected x) (projected y) (projected z) point in triangle 2d // Optional: Add distance threshold for near collisions set [distance threshold v] to [5] // Adjust as needed if <<(collision result) = [true]> and <([abs v] of (distance to plane)) < (distance threshold)>> then set [final collision v] to [true] broadcast [player hit triangle v] else set [final collision v] to [false] end
🎮 Step 7: Integration with Game Loop
Section titled “🎮 Step 7: Integration with Game Loop”// Use in your main game loop when flag clicked forever // Update player position change [player x v] by (player velocity x) change [player y v] by (player velocity y) change [player z v] by (player velocity z) // Check collision with each triangle set [triangle index v] to [1] repeat (number of triangles) // Load triangle data set [triangle A x v] to (item (triangle index) of [triangle A x list v]) set [triangle A y v] to (item (triangle index) of [triangle A y list v]) set [triangle A z v] to (item (triangle index) of [triangle A z list v]) // ... load B and C vertices similarly // Set point to check (player position) set [point x v] to (player x) set [point y v] to (player y) set [point z v] to (player z) // Perform collision check check 3d triangle collision if <(final collision) = [true]> then // Handle collision say [Hit triangle!] for (1) seconds // Implement collision response (bounce, stop, etc.) end change [triangle index v] by (1) end end
🔧 Performance Optimization Tips
Section titled “🔧 Performance Optimization Tips”📊 Optimization Strategies
Section titled “📊 Optimization Strategies”🎯 Implementation Tips
Section titled “🎯 Implementation Tips”- Precompute Triangle Normals: Calculate normals once when loading the level
- Use Spatial Partitioning: Only check triangles near the player
- Early Exit: Skip expensive calculations when possible
- Batch Processing: Check multiple points at once
// Optimized collision checking with early exit define optimized triangle collision // Quick AABB check first if <<((point x) < (triangle min x)) or ((point x) > (triangle max x))> or <<((point y) < (triangle min y)) or ((point y) > (triangle max y))>> then set [collision result v] to [false] stop [this script v] end // Only do expensive calculation if AABB passes check 3d triangle collision
📚 Mathematical Explanation
Section titled “📚 Mathematical Explanation”Vector Cross Product
Section titled “Vector Cross Product”The cross product of two vectors a × b gives us a vector perpendicular to both, which is perfect for finding the triangle’s normal:
normal = (B - A) × (C - A)
Barycentric Coordinates
Section titled “Barycentric Coordinates”Barycentric coordinates express a point as a weighted combination of the triangle’s vertices:
P = uA + vB + wC where u + v + w = 1
A point is inside the triangle if:
- u ≥ 0
- v ≥ 0
- u + v ≤ 1
🎯 Advanced Features
Section titled “🎯 Advanced Features”Distance-Based Collision
Section titled “Distance-Based Collision”For more realistic collision detection, you can add a distance threshold:
// Advanced collision with distance threshold define advanced collision check check 3d triangle collision // Check if point is within threshold distance set [collision distance v] to ([abs v] of (distance to plane)) if <<(collision result) = [true]> and <(collision distance) < (collision threshold)>> then set [collision strength v] to (1 - ((collision distance) / (collision threshold))) set [final collision v] to [true] else set [final collision v] to [false] end
This implementation provides a complete, mathematically accurate solution for 3D point-triangle collision detection in Scratch. The system is optimized for performance while maintaining precision, making it suitable for real-time 3D games.
VectorGenius_Pro
July 25, 2025 at 2:15 PM
Excellent mathematical breakdown! I’d add that for performance-critical applications, you might want to precompute the triangle normals and store them in lists. Also, consider using octrees or BSP trees for spatial partitioning when dealing with complex 3D scenes with many triangles.
GameMath_Expert
July 25, 2025 at 3:30 PM
This is a comprehensive solution! For beginners, I recommend starting with simpler 2D triangle collision detection first, then moving to 3D. The barycentric coordinate method is mathematically elegant and works well for both convex and non-convex triangles. Great work on the optimization tips too!
Math3D_Wizard
July 25, 2025 at 4:45 PM • ✓ Best Answer
Thank you both for the additional insights! @VectorGenius_Pro, you’re absolutely right about precomputing normals and spatial partitioning. @GameMath_Expert, great point about starting with 2D first. I’ve updated my implementation to include these optimizations. This should handle most 3D collision scenarios efficiently in Scratch!