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authorKenneth Russel <[email protected]>2009-06-15 23:05:16 +0000
committerKenneth Russel <[email protected]>2009-06-15 23:05:16 +0000
commit935d2596c13371bb745d921dbcb9f05b0c11a010 (patch)
tree7fcc310618ae5a90edc734dc821e75afc0f080aa /src/gleem/RayTriangleIntersection.java
parente2332d2f2908e68f1e77454c73f329f8ff2b400d (diff)
Deleted obsolete source code in preparation for copying JOGL_2_SANDBOX
on to trunk git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@351 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/gleem/RayTriangleIntersection.java')
-rw-r--r--src/gleem/RayTriangleIntersection.java226
1 files changed, 0 insertions, 226 deletions
diff --git a/src/gleem/RayTriangleIntersection.java b/src/gleem/RayTriangleIntersection.java
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--- a/src/gleem/RayTriangleIntersection.java
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-/*
- * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
- * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
- *
- * Copying, distribution and use of this software in source and binary
- * forms, with or without modification, is permitted provided that the
- * following conditions are met:
- *
- * Distributions of source code must reproduce the copyright notice,
- * this list of conditions and the following disclaimer in the source
- * code header files; and Distributions of binary code must reproduce
- * the copyright notice, this list of conditions and the following
- * disclaimer in the documentation, Read me file, license file and/or
- * other materials provided with the software distribution.
- *
- * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
- * holder may not be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
- * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
- * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
- * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
- * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
- * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
- * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
- * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
- * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
- * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
- * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
- * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
- * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
- * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
- * WARRANTY OF FITNESS FOR SUCH USES.
- */
-
-package gleem;
-
-import gleem.linalg.*;
-
-/** Implements ray casting against a 3D triangle. */
-
-public class RayTriangleIntersection {
- public static final int ERROR = 0;
- public static final int NO_INTERSECTION = 1;
- public static final int INTERSECTION = 2;
-
- /** Allow roundoff error of this amount. Be very careful adjusting
- this. Too big a value may cause valid triangles to be rejected.
- Too small a value may trigger an assert in the code to create an
- orthonormal basis in intersectRayWithTriangle. */
- private static final float epsilon = 1.0e-3f;
-
- /** Cast a ray starting at rayOrigin with rayDirection into the
- triangle defined by vertices v0, v1, and v2. If intersection
- occurred returns INTERSECTION and sets intersectionPoint
- appropriately, including t parameter (scale factor for
- rayDirection to reach intersection plane starting from
- rayOrigin). Returns NO_INTERSECTION if no intersection, or ERROR
- if triangle was degenerate or line was parallel to plane of
- triangle. */
- public static int intersectRayWithTriangle(Vec3f rayOrigin,
- Vec3f rayDirection,
- Vec3f v0,
- Vec3f v1,
- Vec3f v2,
- IntersectionPoint intersectionPoint) {
- // Returns INTERSECTION if intersection computed, NO_INTERSECTION
- // if no intersection with triangle, ERROR if triangle was
- // degenerate or line did not intersect plane containing triangle.
-
- // NOTE these rays are TWO-SIDED.
-
- // Find point on line. P = ray origin, D = ray direction.
- // P + tD = W
- // Find point on plane. X, Y = orthonormal bases for plane; O = its origin.
- // O + uX + vY = W
- // Set equal
- // O + uX + vY = tD + P
- // uX + vY - tD = P - O = "B"
- // [X0 Y0 -D0] [u] [B0]
- // [X1 Y1 -D1] [v] = [B1]
- // [X2 Y2 -D2] [t] [B2]
- // Now we have u, v coordinates for the intersection point (if system
- // wasn't degenerate).
- // Find u, v coordinates for three points of triangle. (DON'T DUPLICATE
- // WORK.) Now easy to do 2D inside/outside test.
- // If point is inside, do some sort of interpolation to compute the
- // 3D coordinates of the intersection point (may be unnecessary --
- // can reuse X, Y bases from above) and texture coordinates of this
- // point (maybe compute "texture coordinate" bases using same algorithm
- // and just use u, v coordinates??).
-
- Vec3f O = new Vec3f(v0);
- Vec3f p2 = new Vec3f();
- p2.sub(v1, O);
- Vec3f p3 = new Vec3f();
- p3.sub(v2, O);
-
- Vec3f X = new Vec3f(p2);
- Vec3f Y = new Vec3f(p3);
-
- // Normalize X
- if (X.length() < epsilon)
- return ERROR; // coincident points in triangle
- X.normalize();
-
- // Use Gramm-Schmitt to orthogonalize X and Y
- Vec3f tmp = new Vec3f(X);
- tmp.scale(X.dot(Y));
- Y.sub(tmp);
- if (Y.length() < epsilon) {
- return ERROR; // coincident points in triangle
- }
- Y.normalize();
-
- // X and Y are now orthonormal bases for the plane defined by the
- // triangle.
-
- Vec3f Bv = new Vec3f();
- Bv.sub(rayOrigin, O);
-
- Mat3f A = new Mat3f();
- A.setCol(0, X);
- A.setCol(1, Y);
- Vec3f tmpRayDir = new Vec3f(rayDirection);
- tmpRayDir.scale(-1.0f);
- A.setCol(2, tmpRayDir);
- if (!A.invert()) {
- return ERROR;
- }
- Vec3f B = new Vec3f();
- A.xformVec(Bv, B);
-
- Vec2f W = new Vec2f(B.x(), B.y());
-
- // Compute u,v coords of triangle
- Vec2f[] uv = new Vec2f[3];
- uv[0] = new Vec2f(0,0);
- uv[1] = new Vec2f(p2.dot(X), p2.dot(Y));
- uv[2] = new Vec2f(p3.dot(X), p3.dot(Y));
-
- if (!(Math.abs(uv[1].y()) < epsilon)) {
- throw new RuntimeException("Math.abs(uv[1].y()) >= epsilon");
- }
-
- // Test. For each of the sides of the triangle, is the intersection
- // point on the same side as the third vertex of the triangle?
- // If so, intersection point is inside triangle.
- for (int i = 0; i < 3; i++) {
- if (approxOnSameSide(uv[i], uv[(i+1)%3],
- uv[(i+2)%3], W) == false) {
- return NO_INTERSECTION;
- }
- }
-
- // Blend coordinates and texture coordinates according to
- // distances from 3 points
- // To do: find u,v coordinates of intersection point in coordinate
- // system of axes defined by uv[1] and uv[2].
- // Blending coords == a, b. 0 <= a,b <= 1.
- if (!(Math.abs(uv[2].y()) > epsilon)) {
- throw new RuntimeException("Math.abs(uv[2].y()) <= epsilon");
- }
- if (!(Math.abs(uv[1].x()) > epsilon)) {
- throw new RuntimeException("Math.abs(uv[1].x()) <= epsilon");
- }
- float a, b;
- b = W.y() / uv[2].y();
- a = (W.x() - b * uv[2].x()) / uv[1].x();
-
- p2.scale(a);
- p3.scale(b);
- O.add(p2);
- O.add(p3);
- intersectionPoint.setIntersectionPoint(O);
- intersectionPoint.setT(B.z());
- return INTERSECTION;
- }
-
- private static boolean approxOnSameSide(Vec2f linePt1, Vec2f linePt2,
- Vec2f testPt1, Vec2f testPt2) {
- // Evaluate line equation for testPt1 and testPt2
-
- // ((y2 - y1) / (x2 - x1)) - ((y1 - y) / (x1 - x))
- // y - (mx + b)
- float num0 = linePt2.y() - linePt1.y();
- float den0 = linePt2.x() - linePt1.x();
- float num1 = linePt1.y() - testPt1.y();
- float den1 = linePt1.x() - testPt1.x();
- float num2 = linePt1.y() - testPt2.y();
- float den2 = linePt1.x() - testPt2.x();
-
- if (Math.abs(den0) < epsilon) {
- // line goes vertically.
- if ((Math.abs(den1) < epsilon) ||
- (Math.abs(den2) < epsilon)) {
- return true;
- }
-
- if (MathUtil.sgn(den1) == MathUtil.sgn(den2)) {
- return true;
- }
-
- return false;
- }
-
- float m = num0 / den0;
- // (y - y1) - m(x - x1)
- float val1 = testPt1.y() - linePt1.y() - m * (testPt1.x() - linePt1.x());
- float val2 = testPt2.y() - linePt1.y() - m * (testPt2.x() - linePt1.x());
- if ((Math.abs(val1) < epsilon) ||
- (Math.abs(val2) < epsilon)) {
- return true;
- }
-
- if (MathUtil.sgn(val1) == MathUtil.sgn(val2)) {
- return true;
- }
-
- return false;
- }
-}