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Diffstat (limited to 'src/gleem/RayTriangleIntersection.java')
-rw-r--r-- | src/gleem/RayTriangleIntersection.java | 226 |
1 files changed, 226 insertions, 0 deletions
diff --git a/src/gleem/RayTriangleIntersection.java b/src/gleem/RayTriangleIntersection.java new file mode 100644 index 0000000..8b3417d --- /dev/null +++ b/src/gleem/RayTriangleIntersection.java @@ -0,0 +1,226 @@ +/* + * 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; + } +} |