Example #1
0
/// [groupSyntax]
bool Triangle::Intersects(const LineSegment &l, float *d, float3 *intersectionPoint) const
{
	/** The Triangle-Line/LineSegment/Ray intersection tests are based on Möller-Trumbore method:
		"T. Möller, B. Trumbore. Fast, Minimum Storage Ray/Triangle Intersection. 2005."
		http://jgt.akpeters.com/papers/MollerTrumbore97/. */
	float u, v;
	float t = IntersectLineTri(l.a, l.Dir(), a, b, c, u, v);
	bool success = (t >= 0 && t != FLOAT_INF);
	if (!success)
		return false;
	float length = l.LengthSq();
	if (t < 0.f || t*t >= length)
		return false;
	length = Sqrt(length);
	if (d)
	{
		float len = t / length;
		*d = len;
		if (intersectionPoint)
			*intersectionPoint = l.GetPoint(len);
	}
	else if (intersectionPoint)
		*intersectionPoint = l.GetPoint(t / length);
	return true;
}
Example #2
0
File: AABB.cpp Project: katik/naali
bool AABB::Intersects(const LineSegment &lineSegment, float *dNear, float *dFar) const
{
	float tNear, tFar;
	bool success = IntersectLineAABB(lineSegment.a, lineSegment.Dir(), *this, tNear, tFar);
	success = (tNear >= 0.f && tNear*tNear <= lineSegment.LengthSq());
	if (dNear)
		*dNear = tNear / lineSegment.Length();
	if (dFar)
		*dFar = tFar / lineSegment.Length();
	return success;
}