/* * Copyright 2009, Google 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: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions 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 Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This file contains the definition for class RayIntersectionInfo. #include "core/cross/precompile.h" #include "core/cross/ray_intersection_info.h" namespace o3d { static const float kEpsilon = 0.000001; // TODO: Someone who is better at math, please optimize this. bool RayIntersectionInfo::IntersectTriangle(const Point3& start, const Point3& end, const Point3& vert0, const Point3& vert1, const Point3& vert2, Point3* intersectionPoint) { Vector3 ab(vert1 - vert0); Vector3 ac(vert2 - vert0); Vector3 qp(start - end); Vector3 n(cross(ab, ac)); float d = dot(qp, n); if (d <= 0.0f) { return false; } Vector3 ap(start - vert0); float t = dot(ap, n); if (t < 0.0f) { return false; } if (t > d) { return false; } Vector3 e(cross(qp, ap)); float v = dot(ac, e); if (v < 0.0f || v > d) { return false; } float w = -dot(ab, e); if (w < 0.0f || v + w > d) { return false; } float ood = 1.0f / d; t *= ood; v *= ood; w *= ood; float u = 1.0f - v -w; *intersectionPoint = Point3( Vector3(vert0) * u + Vector3(vert1) * v + Vector3(vert2) * w); return true; } } // namespace o3d