Esempio n. 1
0
        public void Intersect(WorkingTriangle triangle)
        {
            Vec3 original = verts[0].position.xyz;
            Vec3 terminal = verts[1].position.xyz;

            Vec3 triVertexA = triangle.verts[0].position.xyz;
            Vec3 triVertexB = triangle.verts[1].position.xyz;
            Vec3 triVertexC = triangle.verts[2].position.xyz;

            double timeToImpact;
            Vec3   impactPosition;
            double u, v;

            if (Util.RayTriangleIntersect(original, terminal - original, triVertexA, triVertexB, triVertexC, out timeToImpact, out impactPosition, out u, out v))
            {
                // make sure it's not beyond the length of the edge!
                if (timeToImpact >= 0.0 && timeToImpact <= 1.0)
                {
                    EdgeIntersection intersection = new EdgeIntersection();
                    intersection.edge     = this;
                    intersection.position = new VertexPosition {
                        xyz = new Vec3 {
                            x = impactPosition.x, y = impactPosition.y, z = impactPosition.z
                        }
                    };
                    intersection.triangle = triangle;
                    intersections.Add(intersection);
                    triangle.otherObjectEdgeIntersections.Add(intersection);
                }
            }
        }
Esempio n. 2
0
        public void Intersect(WorkingTriangle triangle)
        {
            Vec3 original = verts[0].position.xyz;
            Vec3 terminal = verts[1].position.xyz;

            Vec3 triVertexA = triangle.verts[0].position.xyz;
            Vec3 triVertexB = triangle.verts[1].position.xyz;
            Vec3 triVertexC = triangle.verts[2].position.xyz;

            double timeToImpact;
            Vec3 impactPosition;
            double u, v;

            if (Util.RayTriangleIntersect(original, terminal - original, triVertexA, triVertexB, triVertexC, out timeToImpact, out impactPosition, out u, out v))
            {
                // make sure it's not beyond the length of the edge!
                if (timeToImpact >= 0.0 && timeToImpact <= 1.0)
                {
                    EdgeIntersection intersection = new EdgeIntersection();
                    intersection.edge = this;
                    intersection.position = new VertexPosition { xyz = new Vec3 { x = impactPosition.x, y = impactPosition.y, z = impactPosition.z } };
                    intersection.triangle = triangle;
                    intersections.Add(intersection);
                    triangle.otherObjectEdgeIntersections.Add(intersection);
                }
            }
        }