Reputation: 1254
I'm working on a triange-triangle detection algorithm using this article. I wrote this code, but unfortunetaly the method is returning false when there is an intersection between triangles.
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;
}
I don't exactly know why, but i guess that the problem is at calculating p
. If yes, than how can i solve this equation by code?
N1·(P0-Q1) = 0
and
N2·(P0-R1) = 0
Upvotes: 2
Views: 1302
Reputation: 66
seems for me, that you did wrong the dot product.
Try this one:
Vector3f n1 = getN(triangle1);
Vector3f n2 = getN(triangle2);
Vector3f v = null;
v = Vector3f.cross(n1, n2, v);
Vector3f p = new Vector3f();
//P0 calcuiation
float C1 = n1.x * triangle1.vertex1.position.x + n1.y * triangle1.vertex1.position.y + n1.z * triangle1.vertex1.position.z;
float C2 = n2.x * triangle2.vertex1.position.x + n2.y * triangle2.vertex1.position.y + n2.z * triangle2.vertex1.position.z;
float Kn = n2.x / n1.x;
p.y = (C2 - C1 * Kn) / (n2.y - n1.y * Kn);
p.x = (C1 - n1.y * p.y) / n2.x;
p.z = 0;
//P0 calcuiation ends
Vector3f x = null;
x = Vector3f.add(p, v, x);
Here are my calculations: https://i.sstatic.net/3USpZ.png
Upvotes: 1