/// <summary>
        /// Tests for intersection between a <see cref="Ray"/> and a <see cref="Triangle"/>.
        /// </summary>
        /// <param name="ray">A <see cref="Ray"/> instance.</param>
        /// <param name="triangle">A <see cref="Triangle"/> instance.</param>
        /// <returns>An <see cref="IntersectionPair"/> instance containing the intersection information.</returns>
        /// <remarks>
        /// For information about the algorithm visit http://www.acm.org/jgt/papers/MollerTrumbore97/ 
        /// </remarks>
        public static IntersectionPair Intersects(Ray ray, Triangle triangle)
        {
            // Find the vectors for the 2 edges sharing trangle.Point0
            Vector3F edge1 = triangle.Point1 - triangle.Point0;
            Vector3F edge2 = triangle.Point2 - triangle.Point0;

            // Begin calculating determinant - also used to calc the U parameter.
            Vector3F pvec = Vector3F.CrossProduct(ray.Direction, edge2);

            float det = Vector3F.Dot(edge1, pvec);

            // If determinant is zero the ray lies in plane of the triangle
            if (MathFunctions.ApproxEquals(det, 0.0f))
            {
                return new IntersectionPair(false, Vector3F.Zero);
            }

            float invDet = 1.0f / det;

            // Calculate the distance from triangle.Point0 to the ray origin
            Vector3F tvec = ray.Origin - triangle.Point0;

            // Calculate U parameter and test bounds
            float u = Vector3F.Dot(tvec, pvec) * invDet;
            if ((u < 0.0f) || u > 1.0f)
                return new IntersectionPair(false, Vector3F.Zero);

            // Prepare to test the V parameter
            Vector3F qvec  = Vector3F.CrossProduct(tvec, edge1);

            // Calculate V parameter and test bounds
            float v = Vector3F.Dot(ray.Direction, qvec) * invDet;
            if ((v < 0.0f) || v > 1.0f)
                return new IntersectionPair(false, Vector3F.Zero);

            // The ray intersects the triangle
            // Calculate the distance from  the ray origin to the intersection point.
            //t = Vector3F.Dot(edge2, qvec) * invDet;

            return new IntersectionPair(true, triangle.FromBarycentric(u,v));
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="Triangle"/> class using a given Triangle.
 /// </summary>
 /// <param name="t">A <see cref="Triangle"/> instance.</param>
 public Triangle(Triangle t)
 {
     _p0 = t._p0;
     _p1 = t._p1;
     _p2 = t._p2;
 }