/* * __ .__ .__ ._____. * _/ |_ _______ __|__| ____ | | |__\_ |__ ______ * \ __\/ _ \ \/ / |/ ___\| | | || __ \ / ___/ * | | ( <_> > <| \ \___| |_| || \_\ \\___ \ * |__| \____/__/\_ \__|\___ >____/__||___ /____ > * \/ \/ \/ \/ * * Copyright (c) 2006-2011 Karsten Schmidt * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * http://creativecommons.org/licenses/LGPL/2.1/ * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ package toxi.geom; import toxi.math.MathUtils; /** * * @author tux */ public class TriangleIntersector implements Intersector3D { /** * */ public Triangle3D triangle; private IsectData3D isectData; /** * */ public TriangleIntersector() { this(new Triangle3D()); } /** * * @param t */ public TriangleIntersector(Triangle3D t) { this.triangle = t; this.isectData = new IsectData3D(); } @Override public IsectData3D getIntersectionData() { return isectData; } /** * @return the triangle */ public Triangle3D getTriangle() { return triangle; } @Override public boolean intersectsRay(Ray3D ray) { isectData.isIntersection = false; Vec3D n = triangle.computeNormal(); float dotprod = n.dot(ray.dir); if (dotprod < 0) { Vec3D rt = ray.sub(triangle.a); double t = -(double) (n.x * rt.x + n.y * rt.y + n.z * rt.z) / (n.x * ray.dir.x + n.y * ray.dir.y + n.z * ray.dir.z); if (t >= MathUtils.EPS) { Vec3D pos = ray.getPointAtDistance((float) t); // check if pos is inside triangle if (triangle.containsPoint(pos)) { isectData.isIntersection = true; isectData.pos = pos; isectData.normal = n; isectData.dist = (float) t; isectData.dir = isectData.pos.sub(ray).normalize(); } } } return isectData.isIntersection; } /** * @param tri * the triangle to set * @return */ public TriangleIntersector setTriangle(Triangle3D tri) { this.triangle = tri; return this; } }