ref: 69fc604636f740a57482f3898c2527d29663ee6d
dir: /tools/3D-Reconstruction/sketch_3D_reconstruction/Ray_Tracing.pde/
// Triangle class Triangle { // position PVector p1, p2, p3; // color color c1, c2, c3; BoundingBox bbx; Triangle(PVector p1, PVector p2, PVector p3, color c1, color c2, color c3) { this.p1 = p1; this.p2 = p2; this.p3 = p3; this.c1 = c1; this.c2 = c2; this.c3 = c3; bbx = new BoundingBox(); bbx.create(this); } // check to see if a ray intersects with the triangle boolean intersect(Ray r, float[] param) { PVector p21 = PVector.sub(p2, p1); PVector p31 = PVector.sub(p3, p1); PVector po1 = PVector.sub(r.ori, p1); PVector dxp31 = r.dir.cross(p31); PVector po1xp21 = po1.cross(p21); float denom = p21.dot(dxp31); float t = p31.dot(po1xp21) / denom; float alpha = po1.dot(dxp31) / denom; float beta = r.dir.dot(po1xp21) / denom; boolean res = t > 0 && alpha > 0 && alpha < 1 && beta > 0 && beta < 1 && alpha + beta < 1; // depth test if (res && t < param[0]) { param[0] = t; param[1] = alpha * p1.x + beta * p2.x + (1 - alpha - beta) * p3.x; param[2] = alpha * p1.y + beta * p2.y + (1 - alpha - beta) * p3.y; param[3] = alpha * p1.z + beta * p2.z + (1 - alpha - beta) * p3.z; } return res; } void render() { beginShape(TRIANGLES); fill(c1); vertex(p1.x, p1.y, p1.z); fill(c2); vertex(p2.x, p2.y, p2.z); fill(c3); vertex(p3.x, p3.y, p3.z); endShape(); } } // Ray class Ray { // origin and direction PVector ori, dir; Ray(PVector ori, PVector dir) { this.ori = ori; this.dir = dir; } }