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我正在研究使用this文章的triange-triangle检测算法。我写了这段代码,但不幸的是,当三角形之间存在交集时,该方法返回false。三角形 - 三角形交叉点检测
private boolean checkTriangleCollision(Triangle triangle1, Triangle triangle2) {
Vector3f n1 = getN(triangle1);
Vector3f n2 = getN(triangle2);
Vector3f v = null;
v = Vector3f.cross(n1, n2, v);
Vector3f p = new Vector3f();
float pxy = n1.z * triangle1.vertex1.position.z * n1.x * n1.y;
float px = n1.z * triangle1.vertex1.position.z * n1.x * n1.y * triangle1.vertex1.position.y;
float py = n1.z * triangle1.vertex1.position.z * n1.x * triangle1.vertex1.position.x * n1.y;
float p0 = n1.z * triangle1.vertex1.position.z * n1.x * triangle1.vertex1.position.x * n1.y * triangle1.vertex1.position.y;
p.x = (p0/(px/pxy))/pxy;
p.y = (p0/(py/pxy))/pxy;
Vector3f x = null;
x = Vector3f.add(p, v, x);
Vector3f xq1 = null;
xq1 = Vector3f.sub(x, triangle1.vertex1.position, xq1);
float i1 = Vector3f.dot(xq1, n1);
Vector3f xq2 = null;
xq2 = Vector3f.sub(x, triangle2.vertex1.position, xq2);
float i2 = Vector3f.dot(xq2, n2);
if (i1 == 0 && i2 == 0) {
return true;
}
return false;
}
private Vector3f getN(Triangle triangle) {
Vector3f vn1 = null;
vn1 = Vector3f.sub(triangle.vertex2.position, triangle.vertex1.position, vn1);
Vector3f vn2 = null;
vn2 = Vector3f.sub(triangle.vertex3.position, triangle.vertex1.position, vn2);
Vector3f n = null;
n = Vector3f.cross(vn1, vn2, n);
return n;
}
我完全不知道为什么,但我想这个问题是在计算p
。如果是的话,我怎么能通过代码解决这个方程?
N1·(P0-Q1) = 0
and
N2·(P0-R1) = 0
是有可能做到的方程求解给我的图书馆? – Qualphey