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JBullet - Java port of Bullet Physics Library
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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package com.bulletphysics.collision.narrowphase;
import com.bulletphysics.collision.shapes.TriangleCallback;
import com.bulletphysics.linearmath.VectorUtil;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;
/**
*
* @author jezek2
*/
public abstract class TriangleRaycastCallback extends TriangleCallback {
//protected final BulletStack stack = BulletStack.get();
public final Vector3f from = new Vector3f();
public final Vector3f to = new Vector3f();
public float hitFraction;
public TriangleRaycastCallback(Vector3f from, Vector3f to) {
this.from.set(from);
this.to.set(to);
this.hitFraction = 1f;
}
public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
Vector3f vert0 = triangle[0];
Vector3f vert1 = triangle[1];
Vector3f vert2 = triangle[2];
Vector3f v10 = Stack.alloc(Vector3f.class);
v10.sub(vert1, vert0);
Vector3f v20 = Stack.alloc(Vector3f.class);
v20.sub(vert2, vert0);
Vector3f triangleNormal = Stack.alloc(Vector3f.class);
triangleNormal.cross(v10, v20);
float dist = vert0.dot(triangleNormal);
float dist_a = triangleNormal.dot(from);
dist_a -= dist;
float dist_b = triangleNormal.dot(to);
dist_b -= dist;
if (dist_a * dist_b >= 0f) {
return; // same sign
}
float proj_length = dist_a - dist_b;
float distance = (dist_a) / (proj_length);
// Now we have the intersection point on the plane, we'll see if it's inside the triangle
// Add an epsilon as a tolerance for the raycast,
// in case the ray hits exacly on the edge of the triangle.
// It must be scaled for the triangle size.
if (distance < hitFraction) {
float edge_tolerance = triangleNormal.lengthSquared();
edge_tolerance *= -0.0001f;
Vector3f point = new Vector3f();
VectorUtil.setInterpolate3(point, from, to, distance);
{
Vector3f v0p = Stack.alloc(Vector3f.class);
v0p.sub(vert0, point);
Vector3f v1p = Stack.alloc(Vector3f.class);
v1p.sub(vert1, point);
Vector3f cp0 = Stack.alloc(Vector3f.class);
cp0.cross(v0p, v1p);
if (cp0.dot(triangleNormal) >= edge_tolerance) {
Vector3f v2p = Stack.alloc(Vector3f.class);
v2p.sub(vert2, point);
Vector3f cp1 = Stack.alloc(Vector3f.class);
cp1.cross(v1p, v2p);
if (cp1.dot(triangleNormal) >= edge_tolerance) {
Vector3f cp2 = Stack.alloc(Vector3f.class);
cp2.cross(v2p, v0p);
if (cp2.dot(triangleNormal) >= edge_tolerance) {
if (dist_a > 0f) {
hitFraction = reportHit(triangleNormal, distance, partId, triangleIndex);
}
else {
Vector3f tmp = Stack.alloc(Vector3f.class);
tmp.negate(triangleNormal);
hitFraction = reportHit(tmp, distance, partId, triangleIndex);
}
}
}
}
}
}
}
public abstract float reportHit(Vector3f hitNormalLocal, float hitFraction, int partId, int triangleIndex );
}