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authorKenneth Russel <[email protected]>2003-06-25 09:05:29 +0000
committerKenneth Russel <[email protected]>2003-06-25 09:05:29 +0000
commit2179980ed660ef66a9c064d153c5de7994d431ab (patch)
tree926fa0ccc31737ad9753a64bf0451dd818652d1b /src/gleem/RayTriangleIntersection.java
parent1a1ad3a33b2932187410bc8bb4bf44362a26c8b0 (diff)
Split up net.java.games.util; moved GLUT and BufferUtils into
net.java.games.jogl.util, and moved demo-specific utility classes into jogl-demos project under demos.util. Added nearly all JavaOne demos into jogl-demos project; rewrote where necessary to use ClassLoader.getResourceAsStream() instead of flat files, put into packages and added to Makefile. Added gleem to jogl-demos project. Added jogl.jar build rule. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@3 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
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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;
+ }
+}