testRayTriangleFront
- bool testRayTriangleFront(double originX, double originY, double originZ, double dirX, double dirY, double dirZ, double v0X, double v0Y, double v0Z, double v1X, double v1Y, double v1Z, double v2X, double v2Y, double v2Z, double epsilon)
- bool testRayTriangleFront(Vector3d origin, Vector3d dir, Vector3d v0, Vector3d v1, Vector3d v2, double epsilon)
static
bool
testRayTriangleFront
intersection_d
static functionsstatic variables
Test whether the ray with the given <code>origin</code> and the given <code>dir</code> intersects the frontface of the triangle consisting of the three vertices <code>v0</code>, <code>v1</code> and <code>v2</code>. <p> This is an implementation of the <a href="http://www.graphics.cornell.edu/pubs/1997/MT97.pdf"> Fast, Minimum Storage Ray/Triangle Intersection</a> method. <p> This test implements backface culling, that is, it will return <code>false</code> when the triangle is in clockwise winding order assuming a <i>right-handed</i> coordinate system when seen along the ray's direction, even if the ray intersects the triangle. This is in compliance with how OpenGL handles backface culling with default frontface/backface settings.
@see #testRayTriangleFront(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double)
@param origin the ray's origin @param dir the ray's direction @param v0 the position of the first vertex @param v1 the position of the second vertex @param v2 the position of the third vertex @param epsilon a small epsilon when testing rays that are almost parallel to the triangle @return <code>true</code> if the given ray intersects the frontface of the triangle; <code>false</code> otherwise