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Author: Mac70 (posted 2013-08-12 10:42:05, viewed 195 times)

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package intersection;

import org.lwjgl.opengl.GL11;
import  org.lwjgl.util.vector.Vector3f;

public class Intersection {
    
    public static boolean checkIntersection(Ray ray, Triangle triangle) {
        GL11.glColor3f(1, 1, 1);
        
        Vector3f v0v1 = Vector3f.sub(triangle.p1, triangle.p0, null);
        Vector3f v0v2 = Vector3f.sub(triangle.p2, triangle.p0, null);
        Vector3f n = Vector3f.cross(v0v1, v0v2, null);
        float nDotRay = Vector3f.dot(n, ray.getDirVector());
        if (nDotRay>0) return false;
        
        GL11.glColor3f(1, 1, 0);
        
        float d = Vector3f.dot(n, triangle.p0);
        float t = -(Vector3f.dot(n, ray.getStartVector()) + d) / nDotRay;
        
        if (t<0) return false;
  
        GL11.glColor3f(1, 0.5f, 0);
        
        Vector3f point = (Vector3f)new Vector3f(ray.getDirVector()).scale(t);
        point = Vector3f.add(ray.getStartVector(), point, point);
  
        Vector3f v0p = Vector3f.sub(point, triangle.p0, null);
        float v = Vector3f.dot(n, Vector3f.cross(v0v1, v0p, null));
        if (v < 0) return false;
 
        Vector3f v1p = Vector3f.sub(point, triangle.p1, null);
        Vector3f v1v2 = Vector3f.sub(triangle.p2, triangle.p1, null);
        float w = Vector3f.dot(n, Vector3f.cross(v1v2, v1p, null));
        if (w < 0) return false;
 
        Vector3f v2p = Vector3f.sub(point, triangle.p2, null);
        Vector3f v2v0 = Vector3f.sub(triangle.p0, triangle.p2, null);
        float u = Vector3f.dot(n, Vector3f.cross(v2v0, v2p, null));
        if (u < 0) return false;
  
        GL11.glColor3f(1, 0, 0);
        
       return true;
    }
    
}





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