/* * Copyright (c) 2007 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may 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 OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS 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 SUN OR * ITS 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 * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. * */ package net.java.joglutils.msg.impl; import net.java.joglutils.msg.math.*; /** Intersection of ray with triangle. Computes parameteric t along with barycentric coordinates (u, v) indicating weight of vert1 and vert2 (weight of vert0 = 1 - u - v) which can be used to interpolate normals and texture coordinates. Two versions, one for two-sided triangle casts and one including backface culling. Algorithm from Moller, Trumbore, "Fast, Minimum Storage Ray / Triangle Intersection", Journal of Graphics Tools, Volume 2, Number 1, 1997, pp. 21-28. */ public class RayTriangleIntersection { private Vec3f edge1 = new Vec3f(); private Vec3f edge2 = new Vec3f(); private Vec3f tvec = new Vec3f(); private Vec3f pvec = new Vec3f(); private Vec3f qvec = new Vec3f(); private static final float EPSILON = 0.000001f; public boolean intersectTriangle(Line ray, Vec3f vert0, Vec3f vert1, Vec3f vert2, Vec3f tuv) { // Find vectors for two edges sharing vert0 edge1.sub(vert1, vert0); edge2.sub(vert2, vert0); // Begin calculating determinant -- also used to calculate U parameter pvec.cross(ray.getDirection(), edge2); // If determinant is near zero, ray lies in plane of triangle float det = edge1.dot(pvec); if (det > -EPSILON && det < EPSILON) return false; float invDet = 1.0f / det; // Calculate distance from vert0 to ray origin tvec.sub(ray.getPoint(), vert0); // Calculate U parameter and test bounds float u = tvec.dot(pvec) * invDet; if (u < 0.0f || u > 1.0f) return false; // Prepare to test V parameter qvec.cross(tvec, edge1); // Calculate V parameter and test bounds float v = ray.getDirection().dot(qvec) * invDet; if (v < 0.0f || (u + v) > 1.0f) return false; // Calculate t, ray intersects triangle float t = edge2.dot(qvec) * invDet; tuv.set(t, u, v); return true; } public boolean intersectTriangleBackfaceCulling(Line ray, Vec3f vert0, Vec3f vert1, Vec3f vert2, Vec3f tuv) { // Find vectors for two edges sharing vert0 edge1.sub(vert1, vert0); edge2.sub(vert2, vert0); // Begin calculating determinant -- also used to calculate U parameter pvec.cross(ray.getDirection(), edge2); // If determinant is near zero, ray lies in plane of triangle float det = edge1.dot(pvec); if (det < EPSILON) return false; // Calculate distance from vert0 to ray origin tvec.sub(ray.getPoint(), vert0); // Calculate U parameter and test bounds float u = tvec.dot(pvec); if (u < 0.0f || u > det) return false; // Prepare to test V parameter qvec.cross(tvec, edge1); // Calculate V parameter and test bounds float v = ray.getDirection().dot(qvec); if (v < 0.0f || (u + v) > det) return false; // Calculate t, scale parameters, ray intersects triangle float t = edge2.dot(qvec); float invDet = 1.0f / det; t *= invDet; u *= invDet; v *= invDet; tuv.set(t, u, v); return true; } }