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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package com.jme3.collision.bih;
     34 
     35 import com.jme3.math.FastMath;
     36 import com.jme3.math.Vector3f;
     37 
     38 public final class BIHTriangle {
     39 
     40     private final Vector3f pointa = new Vector3f();
     41     private final Vector3f pointb = new Vector3f();
     42     private final Vector3f pointc = new Vector3f();
     43     private final Vector3f center = new Vector3f();
     44 
     45     public BIHTriangle(Vector3f p1, Vector3f p2, Vector3f p3) {
     46         pointa.set(p1);
     47         pointb.set(p2);
     48         pointc.set(p3);
     49         center.set(pointa);
     50         center.addLocal(pointb).addLocal(pointc).multLocal(FastMath.ONE_THIRD);
     51     }
     52 
     53     public Vector3f get1(){
     54         return pointa;
     55     }
     56 
     57     public Vector3f get2(){
     58         return pointb;
     59     }
     60 
     61     public Vector3f get3(){
     62         return pointc;
     63     }
     64 
     65     public Vector3f getCenter() {
     66         return center;
     67     }
     68 
     69     public Vector3f getNormal(){
     70         Vector3f normal = new Vector3f(pointb);
     71         normal.subtractLocal(pointa).crossLocal(pointc.x-pointa.x, pointc.y-pointa.y, pointc.z-pointa.z);
     72         normal.normalizeLocal();
     73         return normal;
     74     }
     75 
     76     public float getExtreme(int axis, boolean left){
     77         float v1, v2, v3;
     78         switch (axis){
     79             case 0: v1 = pointa.x; v2 = pointb.x; v3 = pointc.x; break;
     80             case 1: v1 = pointa.y; v2 = pointb.y; v3 = pointc.y; break;
     81             case 2: v1 = pointa.z; v2 = pointb.z; v3 = pointc.z; break;
     82             default: assert false; return 0;
     83         }
     84         if (left){
     85             if (v1 < v2){
     86                 if (v1 < v3)
     87                     return v1;
     88                 else
     89                     return v3;
     90             }else{
     91                 if (v2 < v3)
     92                     return v2;
     93                 else
     94                     return v3;
     95             }
     96         }else{
     97             if (v1 > v2){
     98                 if (v1 > v3)
     99                     return v1;
    100                 else
    101                     return v3;
    102             }else{
    103                 if (v2 > v3)
    104                     return v2;
    105                 else
    106                     return v3;
    107             }
    108         }
    109     }
    110 
    111 }
    112