#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2009 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Nuclex.Geometry.Lines.Collisions {
/// Contains all Ray3 to Triangle3 interference detection code
public static class Ray3Triangle3Collider {
/// Determines the contact location between a ray and a triangle
///
/// Offset of the ray from the coordinate system's center
///
/// Direction of the line
///
/// First corner point of triangle in counter-clockwise order
///
///
/// Second corner point of triangle in counter-clockwise order
///
///
/// Third corner point of triangle in counter-clockwise order
///
/// The point of intersection of the line with the triangle, if any
///
///
/// I saw this algorithm in an article to line/triangle intersections tests
/// by Christopher Bartlett. The material was stated to be free for learning
/// purposes, so I felt free to apply what I've learned here =)
///
///
/// There is no special case for when the line precisely touches one of
/// the triangle's corners. It will either enter and exit the triangle or
/// no contacts will be detected at all.
///
///
internal static LineContacts FindContacts(
Vector3 rayStart, Vector3 rayDirection,
Vector3 triangleA, Vector3 triangleB, Vector3 triangleC
) {
LineContacts contacts = Line3Triangle3Collider.FindContacts(
rayStart, rayDirection, triangleA, triangleB, triangleC
);
// If the line has entered the triangle before the reference point, this means
// that the ray starts within the triangle and its first contact occurs immediately
if(!float.IsNaN(contacts.EntryTime)) {
if(contacts.EntryTime < 0.0f) {
return LineContacts.None;
}
}
return contacts;
}
}
} // namespace Nuclex.Geometry.Lines.Collisions