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Author: Sparky83 (posted 2013-03-30 05:43:59, viewed 1105 times)

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public float rayIntersect(Ray ray, Vector3 normal){
      final float noIntersection = Float.MAX_VALUE;
      
      boolean inside = true;
      
      float xt = 0, xn = 0;
      // test if origin of ray is left outside the AABB
      if(ray.orig.getX() < getMin(X)){
         xt = getMin(X) - ray.orig.getX();
         if(xt > ray.delta.getX()) return noIntersection;
         if(ray.delta.getX() != 0)
            xt /= ray.delta.getX();
         inside = false;
         xn = -1.0f;
      }
      // test for origin being right outside AABB
      else if(ray.orig.getX() > getMax(X)){
         xt = getMax(X) - ray.orig.getX();
         if(xt < ray.delta.getX()) return noIntersection;
         if(ray.delta.getX() != 0)
            xt /= ray.delta.getX();
         inside = false;
         xn = 1.0f;
      }
      // rays origin is inside AABB on x-axis
      else{
         xt = -1.0f; // minimum direction, because ray is inside on x
      }
      
      // do the same for y and z...
      float yt = 0, yn = 0;
      // test if origin of ray is beneath the AABB
      if(ray.orig.getY() < getMin(Y)){
         yt = getMin(Y) - ray.orig.getY();
         if(yt > ray.delta.getY()) return noIntersection;
         if(ray.delta.getY() != 0)
            yt /= ray.delta.getY();
         inside = false;
         yn = -1.0f;
      }
      // test for origin being above AABB
      else if(ray.orig.getY() > getMax(Y)){
         yt = getMax(Y) - ray.orig.getY();
         if(yt < ray.delta.getY()) return noIntersection;
         if(ray.delta.getY() != 0)
            yt /= ray.delta.getY();
         inside = false;
         yn = 1.0f;
      }
      // rays origin is inside AABB on y-axis
      else{
         yt = -1.0f; // minimum direction, because ray is inside on x
      }
      
      float zt = 0, zn = 0;
      // test if origin of ray is back outside the AABB
      if(ray.orig.getZ() < getMin(Z)){
         zt = getMin(Z) - ray.orig.getZ();
         if(zt > ray.delta.getZ()) return noIntersection;
         if(ray.delta.getZ() != 0)
            zt /= ray.delta.getZ();
         inside = false;
         zn = -1.0f;
      }
      // test for origin being front outside AABB
      else if(ray.orig.getZ() > getMax(Z)){
         zt = getMax(Z) - ray.orig.getZ();
         if(zt < ray.delta.getZ()) return noIntersection;
         if(ray.delta.getZ() != 0)
            zt /= ray.delta.getZ();
         inside = false;
         zn = 1.0f;
      }
      // rays origin is inside AABB on z-axis
      else{
         zt = -1.0f; // minimum direction, because ray is inside on z
      }
      
      // if var inside is still true, then origin of ray must be inside AABB
      if(inside){
         if(normal != null){
            normal.setValues(-ray.delta.getX(), -ray.delta.getY(), -ray.delta.getZ());
            normal.normalize();
         }
         return 0.0f;
      }
      
      // select farthest plane... this is the plane of intersection
      int which = 0;
      float t = xt;
      if(yt > t){
         which = 1;
         t = yt;
      }
      if(zt > t){
         which = 2;
         t = zt;
      }
      switch(which){
      case 0:
      {
         // intersect with yz-plane
         float y = ray.orig.getY() + ray.delta.getY()*t;
         if(y < getMin(Y) || y > getMax(Y)) return noIntersection;
         float z = ray.orig.getZ() + ray.delta.getZ()*t;
         if(z < getMin(Z) || z > getMax(Z)) return noIntersection;

         if(normal != null){
            normal.setValues(xn, 0, 0);
         }
         
         break;
      }
      case 1:
      {
         // intersect with xz-plane
         float x = ray.orig.getX() + ray.delta.getX()*t;
         if(x < getMin(X) || x > getMax(X)) return noIntersection;
         float z = ray.orig.getZ() + ray.delta.getZ()*t;
         if(z < getMin(Z) || z > getMax(Z)) return noIntersection;

         if(normal != null){
            normal.setValues(0, yn, 0);
         }
         
         break;
      }
      case 2:
      {
         // intersect with xy-plane
         float x = ray.orig.getX() + ray.delta.getX()*t;
         if(x < getMin(X) || x > getMax(X)) return noIntersection;
         float y = ray.orig.getY() + ray.delta.getY()*t;
         if(y < getMin(Y) || y > getMax(Y)) return noIntersection;

         if(normal != null){
            normal.setValues(0, 0, zn);
         }
         
         break;
      }
      }
      return t;
   }





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