I try to guess that you have a regular heightmap. I that case you need: Define in what quad of the vertex regular grid the corresponding point is. Break the quad into 2 triangles Define in what triangle (XY-projection of the triangle) the corresponding point is.
Find an intersection of the quad and the vector(x, y, 1) where (x,y) - the corresponding point (google "point-triangle intersection").
The points are an irregular boundary, but they are almost always approximately rectangular. I think if we can work out the ends of the boundary and follow more or less this approach to create triangles between opposite points on the boundary, that will be good enough. – Dean Povey May 27 at 19:11.
Define a line from your given point with a vector(a line) pointing "down". Iterate through the planes and see if the vector intersects any of them. The distance between (x,y) and the intersection point is the "height.
– Dean Povey May 24 at 21:43 If you can't determine which points define an object that's the only way I can think of. If you get points from two different objects you will end up with some extra planes and might get some false hits. – Jay May 24 at 21:49.
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