leef-math-cd2025/cpml/intersect.lua
Colby Klein be70f17440 Fix typo in permul, switch permul and dot.
It makes more sense this way.
2014-10-26 13:29:17 -07:00

94 lines
2.4 KiB
Lua

local current_folder = (...):gsub('%.[^%.]+$', '') .. "."
local vec3 = require(current_folder .. "vec3")
local constants = require(current_folder .. "constants")
local intersect = {}
-- http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/
function intersect.ray_triangle(ray, triangle)
assert(ray.point ~= nil)
assert(ray.direction ~= nil)
assert(#triangle == 3)
local p, d = ray.point, ray.direction
local h, s, q = vec3(), vec3(), vec3()
local a, f, u, v
local e1 = triangle[2] - triangle[1]
local e2 = triangle[3] - triangle[1]
h = d:clone():cross(e2)
a = (e1*h) -- dot product
if a > -0.00001 and a < 0.00001 then
return false
end
f = 1/a
s = p - triangle[1]
u = f * (s*h)
if u < 0 or u > 1 then
return false
end
q = s:clone():cross(e1)
v = f * (d*q)
if v < 0 or u + v > 1 then
return false
end
-- at this stage we can compute t to find out where
-- the intersection point is on the line
t = f * (e2*q)
if t > constants.FLT_EPSILON then
return p + t * d -- we've got a hit!
else
return false -- the line intersects, but it's behind the point
end
end
-- Algorithm is ported from the C algorithm of
-- Paul Bourke at http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline3d/
-- Archive.org am hero \o/
function intersect.line_line(p1, p2, p3, p4)
local epsilon = constants.FLT_EPSILON
local resultSegmentPoint1 = vec3(0,0,0)
local resultSegmentPoint2 = vec3(0,0,0)
local p13 = p1 - p3
local p43 = p4 - p3
local p21 = p2 - p1
if p43:len2() < epsilon then return false end
if p21:len2() < epsilon then return false end
local d1343 = p13.x * p43.x + p13.y * p43.y + p13.z * p43.z
local d4321 = p43.x * p21.x + p43.y * p21.y + p43.z * p21.z
local d1321 = p13.x * p21.x + p13.y * p21.y + p13.z * p21.z
local d4343 = p43.x * p43.x + p43.y * p43.y + p43.z * p43.z
local d2121 = p21.x * p21.x + p21.y * p21.y + p21.z * p21.z
local denom = d2121 * d4343 - d4321 * d4321
if math.abs(denom) < epsilon then return false end
local numer = d1343 * d4321 - d1321 * d4343
local mua = numer / denom
local mub = (d1343 + d4321 * (mua)) / d4343
resultSegmentPoint1.x = p1.x + mua * p21.x
resultSegmentPoint1.y = p1.y + mua * p21.y
resultSegmentPoint1.z = p1.z + mua * p21.z
resultSegmentPoint2.x = p3.x + mub * p43.x
resultSegmentPoint2.y = p3.y + mub * p43.y
resultSegmentPoint2.z = p3.z + mub * p43.z
return true, resultSegmentPoint1, resultSegmentPoint2
end
return intersect