/******************************************************************************* * Copyright (C) 2013 JMaNGOS <http://jmangos.org/> * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program 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 General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see <http://www.gnu.org/licenses/>. ******************************************************************************/ package org.jmangos.tools.openGL; import org.lwjgl.util.vector.Vector3f; public class Ray { private static float eps = (float) 10e-6; public Vector3f Position; public Vector3f Direction; public Ray(final Vector3f rayPosition, final Vector3f rayDirection) { this.Position = rayPosition; this.Direction = rayDirection; } public float IntersectsTriangle(final Vector3f vertex1, final Vector3f vertex2, final Vector3f vertex3) { // Compute vectors along two edges of the triangle. Vector3f edge1 = new Vector3f(); Vector3f edge2 = new Vector3f(); edge1 = Vector3f.sub(vertex2, vertex1, edge1); edge2 = Vector3f.sub(vertex3, vertex1, edge2); // Compute the determinant. final Vector3f directionCrossEdge2 = new Vector3f(); Vector3f.cross(this.Direction, edge2, directionCrossEdge2); final float determinant = Vector3f.dot(directionCrossEdge2, edge1); // If the ray and triangle are parallel, there is no collision. if ((determinant > -eps) && (determinant < eps)) { return 0; } final float inverseDeterminant = 1.0f / determinant; // Calculate the U parameter of the intersection point. final Vector3f distanceVector = new Vector3f(); Vector3f.sub(this.Position, vertex1, distanceVector); float triangleU = Vector3f.dot(directionCrossEdge2, distanceVector); triangleU *= inverseDeterminant; // Make sure the U is inside the triangle. if ((triangleU < -eps) || (triangleU > (1 + eps))) { return 0; } // Calculate the V parameter of the intersection point. final Vector3f distanceCrossEdge1 = new Vector3f(); Vector3f.cross(distanceVector, edge1, distanceCrossEdge1); float triangleV = Vector3f.dot(this.Direction, distanceCrossEdge1); triangleV *= inverseDeterminant; // Make sure the V is inside the triangle. if ((triangleV < -eps) || ((triangleU + triangleV) > (1 + eps))) { return 0; } // Get the distance to the face from our ray origin float rayDistance = Vector3f.dot(distanceCrossEdge1, edge2); rayDistance *= inverseDeterminant; // Is the triangle behind us? if (rayDistance < 0) { rayDistance *= -1; return 0; } return rayDistance; } }