Geometry::HitResult<double> Section:: intersectRay(const Geometry::Ray<double,3>& ray) const { /* based on "Fast, Minimum Storage Ray/Triangle Intersection" by Tomas Moeller and Ben Trumbore */ Geometry::Vector<double,3> rayOrig(ray.getOrigin()[0],ray.getOrigin()[1],ray.getOrigin()[2]); const Geometry::Vector<double,3>& rayDir = ray.getDirection(); /* begin calculating determinant - also used to calculate U parameter */ Geometry::Vector<double,3> pvec = Geometry::cross(rayDir, end); /* if determinant is near zero, ray lies in plane of triangle */ Scalar det = start * pvec; if (det>-EPSILON && det<EPSILON) return Geometry::HitResult<double>(); Scalar invDet = Scalar(1) / det; /* calculate U parameter and test bounds */ Scalar u = (rayOrig*pvec) * invDet; if (u < Scalar(0)) return Geometry::HitResult<double>(); /* prepare to test V parameter */ Geometry::Vector<double,3> qvec = Geometry::cross(rayOrig, start); /* calculate V parameter and test bounds */ Scalar v = (rayDir*qvec) * invDet; if (v < Scalar(0)) return Geometry::HitResult<double>(); /* calculate t, ray intersects triangle */ Scalar t = (end*qvec) * invDet; return Geometry::HitResult<double>(t); }
Geometry::HitResult<double> Section:: intersectPlane(const Geometry::Ray<double,3>& ray, bool cullBackFace) const { Geometry::Vector<double,3> rayOrig(ray.getOrigin()[0],ray.getOrigin()[1],ray.getOrigin()[2]); const Geometry::Vector<double,3>& rayDir = ray.getDirection(); /* the ray intersects the plane at poing t for which (ray(t)-PlaneOrigin) is orthogonal to the normal. See http://softsurfer.com/Archive/algorithm_0104/algorithm_0104B.htm#Line-Plane Intersection for nice description */ double nDotDir = normal * rayDir; //exit on back-facing planes if so desired if (cullBackFace && nDotDir>0.0) return Geometry::HitResult<double>(); //handle the parallel case if (nDotDir>-EPSILON && nDotDir<EPSILON) { Geometry::Vector<double,3> toOrig = rayOrig - start; double nDotToOrig = normal * toOrig; //coincident if (nDotToOrig>-EPSILON && nDotToOrig<EPSILON) return Geometry::HitResult<double>(0.0); //disjoint else return Geometry::HitResult<double>(); } //compute the intersection parameter return Geometry::HitResult<double>((normal * (start - rayOrig)) / nDotDir); }