Esempio n. 1
0
        /// <summary>
        ///     Returns whether a ray instersects with the triangle and fill the intersection structure if it does.
        /// </summary>
        /// <param name="ray"></param>
        /// <param name="intersection"></param>
        /// <returns></returns>
        public override bool TryToIntersect(Ray ray, ref Intersection intersection)
        {
            Vector3 e1, e2, s1;
            float   divisor, invDivisor;

            Vector3.Subtract(ref _vertices[1], ref _vertices[0], out e1);
            Vector3.Subtract(ref _vertices[2], ref _vertices[0], out e2);
            Vector3.Cross(ref ray.Direction, ref e2, out s1);
            Vector3.Dot(ref s1, ref e1, out divisor);
            if (divisor == 0f)
            {
                return(false);
            }
            invDivisor = 1 / divisor;

            Vector3 s, s2;

            Vector3.Subtract(ref ray.Origin, ref _vertices[0], out s);
            var b1 = Vector3.Dot(s, s1) * invDivisor;

            if (b1 < 0 || b1 > 1)
            {
                return(false);
            }
            Vector3.Cross(ref s, ref e1, out s2);
            var b2 = Vector3.Dot(ray.Direction, s2) * invDivisor;

            if (b2 < 0 || (b1 + b2) > 1)
            {
                return(false);
            }
            var t = Vector3.Dot(e2, s2) * invDivisor;

            if (t < ray.Start || t > ray.End)
            {
                return(false);
            }
            intersection.Point        = ray.PointAtTime(t);
            intersection.NormalVector = _planeNormal;
            intersection.Distance     = (ray.Origin - intersection.Point).Length;
            Transformation.CoordinateSystem(ref intersection.NormalVector, out intersection.PointDifferentialOverU,
                                            out intersection.PointDifferentialOverV);
            return(true);
        }