Class Intersectionf
- Author:
- Kai Burjack
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final intReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum x coordinate.static final intReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum y coordinate.static final intReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum x coordinate.static final intReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum y coordinate.static final intReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that the line segment lies completely inside of the axis-aligned box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the line segment lies completely inside of the axis-aligned rectangle.static final intReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that one end point of the line segment lies inside of the axis-aligned box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that one end point of the line segment lies inside of the axis-aligned rectangle.static final intReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that the line segment does not intersect the axis-aligned box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the line segment does not intersect the axis-aligned rectangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the edge between the first and second vertex of the triangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the edge between the second and third vertex of the triangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the edge between the third and first vertex of the triangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the face of the triangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point is the first vertex of the triangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point is the second vertex of the triangle.static final intReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point is the third vertex of the triangle.static final intReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that the line segment intersects two sides of the axis-aligned box or lies on an edge or a side of the box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the line segment intersects two edges of the axis-aligned rectangle or lies on an edge of the rectangle. -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic floatdistancePointLine(float pointX, float pointY, float a, float b, float c) Determine the signed distance of the given point(pointX, pointY)to the line specified via its general plane equation a*x + b*y + c = 0.static floatdistancePointLine(float pointX, float pointY, float x0, float y0, float x1, float y1) Determine the signed distance of the given point(pointX, pointY)to the line defined by the two points(x0, y0)and(x1, y1).static floatdistancePointLine(float pX, float pY, float pZ, float x0, float y0, float z0, float x1, float y1, float z1) Compute the distance of the given point(pX, pY, pZ)to the line defined by the two points(x0, y0, z0)and(x1, y1, z1).static floatdistancePointPlane(float pointX, float pointY, float pointZ, float a, float b, float c, float d) Determine the signed distance of the given point(pointX, pointY, pointZ)to the plane specified via its general plane equation a*x + b*y + c*z + d = 0.static floatdistancePointPlane(float pointX, float pointY, float pointZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z) Determine the signed distance of the given point(pointX, pointY, pointZ)to the plane of the triangle specified by its three points(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).static Vector3ffindClosestPointOnLineSegment(float aX, float aY, float aZ, float bX, float bY, float bZ, float pX, float pY, float pZ, Vector3f result) Find the point on the given line segment which is closest to the specified point(pX, pY, pZ), and store the result inresult.static Vector3ffindClosestPointOnPlane(float aX, float aY, float aZ, float nX, float nY, float nZ, float pX, float pY, float pZ, Vector3f result) Find the point on the given plane which is closest to the specified point(pX, pY, pZ)and store the result inresult.static Vector3ffindClosestPointOnRectangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float cX, float cY, float cZ, float pX, float pY, float pZ, Vector3f res) Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point(pX, pY, pZ)and store the result intores.static intfindClosestPointOnTriangle(float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float pX, float pY, float pZ, Vector3f result) Determine the closest point on the triangle with the given vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z),(v2X, v2Y, v2Z)between that triangle and the given point(pX, pY, pZ)and store that point into the givenresult.static intfindClosestPointOnTriangle(float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y, float pX, float pY, Vector2f result) Determine the closest point on the triangle with the given vertices(v0X, v0Y),(v1X, v1Y),(v2X, v2Y)between that triangle and the given point(pX, pY)and store that point into the givenresult.static intDetermine the closest point on the triangle with the verticesv0,v1,v2between that triangle and the given pointpand store that point into the givenresult.static intDetermine the closest point on the triangle with the verticesv0,v1,v2between that triangle and the given pointpand store that point into the givenresult.static floatfindClosestPointsLineSegments(float a0X, float a0Y, float a0Z, float a1X, float a1Y, float a1Z, float b0X, float b0Y, float b0Z, float b1X, float b1Y, float b1Z, Vector3f resultA, Vector3f resultB) Find the closest points on the two line segments, store the point on the first line segment inresultAand the point on the second line segment inresultB, and return the square distance between both points.static floatfindClosestPointsLineSegmentTriangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f lineSegmentResult, Vector3f triangleResult) Find the closest points on a line segment and a triangle.static booleanintersectCircleCircle(float aX, float aY, float radiusSquaredA, float bX, float bY, float radiusSquaredB, Vector3f intersectionCenterAndHL) Test whether the one circle with center(aX, aY)and square radiusradiusSquaredAintersects the other circle with center(bX, bY)and square radiusradiusSquaredB, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.static booleanintersectCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB, Vector3f intersectionCenterAndHL) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.static booleanintersectLineCircle(float x0, float y0, float x1, float y1, float centerX, float centerY, float radius, Vector3f intersectionCenterAndHL) Test whether the line defined by the two points(x0, y0)and(x1, y1)intersects the circle with center(centerX, centerY)andradius, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.static booleanintersectLineCircle(float a, float b, float c, float centerX, float centerY, float radius, Vector3f intersectionCenterAndHL) Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center(centerX, centerY)andradius, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.static booleanintersectLineLine(float ps1x, float ps1y, float pe1x, float pe1y, float ps2x, float ps2y, float pe2x, float pe2y, Vector2f p) Determine whether the two lines, specified via two points lying on each line, intersect each other, and store the point of intersection into the given vectorp.static intintersectLineSegmentAab(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector2f result) Determine whether the undirected line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the axis-aligned box given as its minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ), and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.static intDetermine whether the undirected line segment with the end pointsp0andp1intersects the axis-aligned box given as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.static intintersectLineSegmentAar(float p0X, float p0Y, float p1X, float p1Y, float minX, float minY, float maxX, float maxY, Vector2f result) Determine whether the undirected line segment with the end points(p0X, p0Y)and(p1X, p1Y)intersects the axis-aligned rectangle given as its minimum corner(minX, minY)and maximum corner(maxX, maxY), and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection intoresult.static intDetermine whether the undirected line segment with the end pointsp0andp1intersects the axis-aligned rectangle given as its minimum cornerminand maximum cornermax, and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection intoresult.static booleanintersectLineSegmentPlane(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float a, float b, float c, float d, Vector3f intersectionPoint) Determine whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0, and return the point of intersection.static booleanintersectLineSegmentTriangle(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon, Vector3f intersectionPoint) Determine whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection.static booleanintersectLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon, Vector3f intersectionPoint) Determine whether the line segment with the end pointsp0andp1intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection.static booleanintersectPlaneSphere(float a, float b, float c, float d, float centerX, float centerY, float centerZ, float radius, Vector4f intersectionCenterAndRadius) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere with center(centerX, centerY, centerZ)andradius, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.static booleanintersectPlaneSweptSphere(float a, float b, float c, float d, float cX, float cY, float cZ, float radius, float vX, float vY, float vZ, Vector4f pointAndTime) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the moving sphere with center(cX, cY, cZ),radiusand velocity(vX, vY, vZ), and store the point of intersection in the(x, y, z)components of the supplied vector and the time of intersection in the w component.static intintersectPolygonRay(float[] verticesXY, float originX, float originY, float dirX, float dirY, Vector2f p) Determine whether the polygon specified by the given sequence of(x, y)coordinate pairs intersects with the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ), and store the point of intersection into the given vectorp.static intintersectPolygonRay(Vector2fc[] vertices, float originX, float originY, float dirX, float dirY, Vector2f p) Determine whether the polygon specified by the given sequence ofverticesintersects with the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ), and store the point of intersection into the given vectorp.static booleanintersectRayAab(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector2f result) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the axis-aligned box given as its minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ), and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection.static booleanTest whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection..static intintersectRayAar(float originX, float originY, float dirX, float dirY, float minX, float minY, float maxX, float maxY, Vector2f result) Determine whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the axis-aligned rectangle given as its minimum corner(minX, minY)and maximum corner(maxX, maxY), and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection as well as the side of the axis-aligned rectangle the ray intersects.static intDetermine whether the given ray with the givenoriginand directiondirintersects the axis-aligned rectangle given as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection as well as the side of the axis-aligned rectangle the ray intersects.static booleanintersectRayCircle(float originX, float originY, float dirX, float dirY, float centerX, float centerY, float radiusSquared, Vector2f result) Test whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the given circle with center(centerX, centerY)and square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.static booleanintersectRayCircle(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenoriginand directiondirintersects the circle with the givencenterand square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.static floatintersectRayLine(float originX, float originY, float dirX, float dirY, float pointX, float pointY, float normalX, float normalY, float epsilon) Test whether the ray with given origin(originX, originY)and direction(dirX, dirY)intersects the line containing the given point(pointX, pointY)and having the normal(normalX, normalY), and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.static floatintersectRayLine(Vector2fc origin, Vector2fc dir, Vector2fc point, Vector2fc normal, float epsilon) Test whether the ray with givenoriginand directiondirintersects the line containing the givenpointand having the givennormal, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.static floatintersectRayLineSegment(float originX, float originY, float dirX, float dirY, float aX, float aY, float bX, float bY) Determine whether the ray with given origin(originX, originY)and direction(dirX, dirY)intersects the undirected line segment given by the two end points(aX, bY)and(bX, bY), and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if any.static floatintersectRayLineSegment(Vector2fc origin, Vector2fc dir, Vector2fc a, Vector2fc b) Determine whether the ray with givenoriginand directiondirintersects the undirected line segment given by the two end pointsaandb, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if any.static floatintersectRayPlane(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float a, float b, float c, float d, float epsilon) Test whether the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.static floatintersectRayPlane(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float pointX, float pointY, float pointZ, float normalX, float normalY, float normalZ, float epsilon) Test whether the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the plane containing the given point(pointX, pointY, pointZ)and having the normal(normalX, normalY, normalZ), and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.static floatintersectRayPlane(Vector3fc origin, Vector3fc dir, Vector3fc point, Vector3fc normal, float epsilon) Test whether the ray with givenoriginand directiondirintersects the plane containing the givenpointand having the givennormal, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.static booleanintersectRaySphere(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float centerX, float centerY, float centerZ, float radiusSquared, Vector2f result) Test whether the given ray with the origin(originX, originY, originZ)and normalized direction(dirX, dirY, dirZ)intersects the given sphere with center(centerX, centerY, centerZ)and square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.static booleanintersectRaySphere(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere with the givencenterand square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.static floatintersectRayTriangle(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Determine whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z)and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.static floatintersectRayTriangle(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Determine whether the ray with the givenoriginand the givendirintersects the triangle consisting of the three verticesv0,v1andv2and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.static floatintersectRayTriangleFront(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Determine whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the frontface of the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z)and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.static floatintersectRayTriangleFront(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Determine whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.static booleanintersectSphereSphere(float aX, float aY, float aZ, float radiusSquaredA, float bX, float bY, float bZ, float radiusSquaredB, Vector4f centerAndRadiusOfIntersectionCircle) Test whether the one sphere with center(aX, aY, aZ)and square radiusradiusSquaredAintersects the other sphere with center(bX, bY, bZ)and square radiusradiusSquaredB, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.static booleanintersectSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float radiusSquaredB, Vector4f centerAndRadiusOfIntersectionCircle) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.static intintersectSphereTriangle(float sX, float sY, float sZ, float sR, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f result) Test whether the given sphere with center(sX, sY, sZ)intersects the triangle given by its three vertices, and if they intersect store the point of intersection intoresult.static intintersectSweptSphereTriangle(float centerX, float centerY, float centerZ, float radius, float velX, float velY, float velZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon, float maxT, Vector4f pointAndTime) Determine the point of intersection between a sphere with the given center(centerX, centerY, centerZ)andradiusmoving with the given velocity(velX, velY, velZ)and the triangle specified via its three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z),(v2X, v2Y, v2Z).static booleantestAabAab(float minXA, float minYA, float minZA, float maxXA, float maxYA, float maxZA, float minXB, float minYB, float minZB, float maxXB, float maxYB, float maxZB) Test whether the axis-aligned box with minimum corner(minXA, minYA, minZA)and maximum corner(maxXA, maxYA, maxZA)intersects the axis-aligned box with minimum corner(minXB, minYB, minZB)and maximum corner(maxXB, maxYB, maxZB).static booleantestAabAab(Vector3fc minA, Vector3fc maxA, Vector3fc minB, Vector3fc maxB) Test whether the axis-aligned box with minimum cornerminAand maximum cornermaxAintersects the axis-aligned box with minimum cornerminBand maximum cornermaxB.static booleantestAabPlane(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, float a, float b, float c, float d) Test whether the axis-aligned box with minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)intersects the plane with the general equation a*x + b*y + c*z + d = 0.static booleantestAabPlane(Vector3fc min, Vector3fc max, float a, float b, float c, float d) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the plane with the general equation a*x + b*y + c*z + d = 0.static booleantestAabSphere(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, float centerX, float centerY, float centerZ, float radiusSquared) Test whether the axis-aligned box with minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)intersects the sphere with the given center(centerX, centerY, centerZ)and square radiusradiusSquared.static booleantestAabSphere(Vector3fc min, Vector3fc max, Vector3fc center, float radiusSquared) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the sphere with the givencenterand square radiusradiusSquared.static booleantestAarAar(float minXA, float minYA, float maxXA, float maxYA, float minXB, float minYB, float maxXB, float maxYB) Test whether the axis-aligned rectangle with minimum corner(minXA, minYA)and maximum corner(maxXA, maxYA)intersects the axis-aligned rectangle with minimum corner(minXB, minYB)and maximum corner(maxXB, maxYB).static booleantestAarAar(Vector2fc minA, Vector2fc maxA, Vector2fc minB, Vector2fc maxB) Test whether the axis-aligned rectangle with minimum cornerminAand maximum cornermaxAintersects the axis-aligned rectangle with minimum cornerminBand maximum cornermaxB.static booleantestAarCircle(float minX, float minY, float maxX, float maxY, float centerX, float centerY, float radiusSquared) Test whether the axis-aligned rectangle with minimum corner(minX, minY)and maximum corner(maxX, maxY)intersects the circle with the given center(centerX, centerY)and square radiusradiusSquared.static booleantestAarCircle(Vector2fc min, Vector2fc max, Vector2fc center, float radiusSquared) Test whether the axis-aligned rectangle with minimum cornerminand maximum cornermaxintersects the circle with the givencenterand square radiusradiusSquared.static booleantestAarLine(float minX, float minY, float maxX, float maxY, float a, float b, float c) Test whether the axis-aligned rectangle with minimum corner(minX, minY)and maximum corner(maxX, maxY)intersects the line with the general equation a*x + b*y + c = 0.static booleantestAarLine(float minX, float minY, float maxX, float maxY, float x0, float y0, float x1, float y1) Test whether the axis-aligned rectangle with minimum corner(minX, minY)and maximum corner(maxX, maxY)intersects the line defined by the two points(x0, y0)and(x1, y1).static booleantestAarLine(Vector2fc min, Vector2fc max, float a, float b, float c) Test whether the axis-aligned rectangle with minimum cornerminand maximum cornermaxintersects the line with the general equation a*x + b*y + c = 0.static booleantestCircleCircle(float aX, float aY, float rA, float bX, float bY, float rB) Test whether the one circle with center(aX, aY)and radiusrAintersects the other circle with center(bX, bY)and radiusrB.static booleantestCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB.static booleantestCircleTriangle(float centerX, float centerY, float radiusSquared, float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y) Test whether the circle with center(centerX, centerY)and square radiusradiusSquaredintersects the triangle with counter-clockwise vertices(v0X, v0Y),(v1X, v1Y),(v2X, v2Y).static booleantestCircleTriangle(Vector2fc center, float radiusSquared, Vector2fc v0, Vector2fc v1, Vector2fc v2) Test whether the circle with givencenterand square radiusradiusSquaredintersects the triangle with counter-clockwise verticesv0,v1,v2.static booleantestLineCircle(float a, float b, float c, float centerX, float centerY, float radius) Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center(centerX, centerY)andradius.static booleantestLineSegmentSphere(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float centerX, float centerY, float centerZ, float radiusSquared) Test whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the given sphere with center(centerX, centerY, centerZ)and square radiusradiusSquared.static booleantestLineSegmentSphere(Vector3fc p0, Vector3fc p1, Vector3fc center, float radiusSquared) Test whether the line segment with the end pointsp0andp1intersects the given sphere with centercenterand square radiusradiusSquared.static booleantestLineSegmentTriangle(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Test whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points.static booleantestLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the line segment with the end pointsp0andp1intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points.static booleantestMovingCircleCircle(float aX, float aY, float maX, float maY, float aR, float bX, float bY, float bR) Test whether a given circle with center(aX, aY)and radiusaRand travelled distance vector(maX, maY)intersects a given static circle with center(bX, bY)and radiusbR.static booleantestMovingCircleCircle(Vector2f centerA, Vector2f moveA, float aR, Vector2f centerB, float bR) Test whether a given circle with centercenterAand radiusaRand travelled distance vectormoveAintersects a given static circle with centercenterBand radiusbR.static booleantestObOb(float b0cX, float b0cY, float b0cZ, float b0uXx, float b0uXy, float b0uXz, float b0uYx, float b0uYy, float b0uYz, float b0uZx, float b0uZy, float b0uZz, float b0hsX, float b0hsY, float b0hsZ, float b1cX, float b1cY, float b1cZ, float b1uXx, float b1uXy, float b1uXz, float b1uYx, float b1uYy, float b1uYz, float b1uZx, float b1uZy, float b1uZz, float b1hsX, float b1hsY, float b1hsZ) Test whether two oriented boxes given via their center position, orientation and half-size, intersect.static booleantestObOb(Vector3f b0c, Vector3f b0uX, Vector3f b0uY, Vector3f b0uZ, Vector3f b0hs, Vector3f b1c, Vector3f b1uX, Vector3f b1uY, Vector3f b1uZ, Vector3f b1hs) Test whether two oriented boxes given via their center position, orientation and half-size, intersect.static booleantestPlaneSphere(float a, float b, float c, float d, float centerX, float centerY, float centerZ, float radius) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere with center(centerX, centerY, centerZ)andradius.static booleantestPlaneSweptSphere(float a, float b, float c, float d, float t0X, float t0Y, float t0Z, float r, float t1X, float t1Y, float t1Z) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere moving from center position(t0X, t0Y, t0Z)to(t1X, t1Y, t1Z)and having the givenradius.static booleantestPointAar(float pX, float pY, float minX, float minY, float maxX, float maxY) Test whether the given point(pX, pY)lies inside the axis-aligned rectangle with the minimum corner(minX, minY)and maximum corner(maxX, maxY).static booleantestPointCircle(float pX, float pY, float centerX, float centerY, float radiusSquared) Test whether the point(pX, pY)lies inside the circle with center(centerX, centerY)and square radiusradiusSquared.static booleantestPointInTriangle(float pX, float pY, float pZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z) Test whether the projection of the given point(pX, pY, pZ)lies inside of the triangle defined by the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).static booleantestPointTriangle(float pX, float pY, float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y) Test whether the given point(pX, pY)lies inside the triangle with the vertices(v0X, v0Y),(v1X, v1Y),(v2X, v2Y).static booleantestPointTriangle(Vector2fc point, Vector2fc v0, Vector2fc v1, Vector2fc v2) Test whether the givenpointlies inside the triangle with the verticesv0,v1,v2.static booleantestPolygonPolygon(Vector2f[] v1s, Vector2f[] v2s) Test if the two convex polygons, given via their vertices, intersect.static booleantestRayAab(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float minX, float minY, float minZ, float maxX, float maxY, float maxZ) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the axis-aligned box given as its minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ).static booleantestRayAab(Vector3fc origin, Vector3fc dir, Vector3fc min, Vector3fc max) Test whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified as its minimum cornerminand maximum cornermax.static booleantestRayAar(float originX, float originY, float dirX, float dirY, float minX, float minY, float maxX, float maxY) Test whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the given axis-aligned rectangle given as its minimum corner(minX, minY)and maximum corner(maxX, maxY).static booleantestRayAar(Vector2fc origin, Vector2fc dir, Vector2fc min, Vector2fc max) Test whether the ray with the givenoriginand directiondirintersects the given axis-aligned rectangle specified as its minimum cornerminand maximum cornermax.static booleantestRayCircle(float originX, float originY, float dirX, float dirY, float centerX, float centerY, float radiusSquared) Test whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the given circle with center(centerX, centerY)and square radiusradiusSquared.static booleantestRayCircle(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared) Test whether the ray with the givenoriginand directiondirintersects the circle with the givencenterand square radius.static booleantestRaySphere(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float centerX, float centerY, float centerZ, float radiusSquared) Test whether the given ray with the origin(originX, originY, originZ)and normalized direction(dirX, dirY, dirZ)intersects the given sphere with center(centerX, centerY, centerZ)and square radiusradiusSquared.static booleantestRaySphere(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere with the givencenterand square radius.static booleantestRayTriangle(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).static booleantestRayTriangle(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.static booleantestRayTriangleFront(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the frontface of the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).static booleantestRayTriangleFront(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.static booleantestSphereSphere(float aX, float aY, float aZ, float radiusSquaredA, float bX, float bY, float bZ, float radiusSquaredB) Test whether the one sphere with center(aX, aY, aZ)and square radiusradiusSquaredAintersects the other sphere with center(bX, bY, bZ)and square radiusradiusSquaredB.static booleantestSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float radiusSquaredB) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB.
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Field Details
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POINT_ON_TRIANGLE_VERTEX_0
public static final int POINT_ON_TRIANGLE_VERTEX_0Return value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point is the first vertex of the triangle.- See Also:
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POINT_ON_TRIANGLE_VERTEX_1
public static final int POINT_ON_TRIANGLE_VERTEX_1Return value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point is the second vertex of the triangle.- See Also:
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POINT_ON_TRIANGLE_VERTEX_2
public static final int POINT_ON_TRIANGLE_VERTEX_2Return value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point is the third vertex of the triangle.- See Also:
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POINT_ON_TRIANGLE_EDGE_01
public static final int POINT_ON_TRIANGLE_EDGE_01Return value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the edge between the first and second vertex of the triangle.- See Also:
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POINT_ON_TRIANGLE_EDGE_12
public static final int POINT_ON_TRIANGLE_EDGE_12Return value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the edge between the second and third vertex of the triangle.- See Also:
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POINT_ON_TRIANGLE_EDGE_20
public static final int POINT_ON_TRIANGLE_EDGE_20Return value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the edge between the third and first vertex of the triangle.- See Also:
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POINT_ON_TRIANGLE_FACE
public static final int POINT_ON_TRIANGLE_FACEReturn value offindClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f)andfindClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)orintersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)to signal that the closest point lies on the face of the triangle.- See Also:
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AAR_SIDE_MINX
public static final int AAR_SIDE_MINXReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum x coordinate.- See Also:
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AAR_SIDE_MINY
public static final int AAR_SIDE_MINYReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum y coordinate.- See Also:
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AAR_SIDE_MAXX
public static final int AAR_SIDE_MAXXReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum x coordinate.- See Also:
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AAR_SIDE_MAXY
public static final int AAR_SIDE_MAXYReturn value ofintersectRayAar(float, float, float, float, float, float, float, float, Vector2f)andintersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum y coordinate.- See Also:
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OUTSIDE
public static final int OUTSIDEReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that the line segment does not intersect the axis-aligned box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the line segment does not intersect the axis-aligned rectangle.- See Also:
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ONE_INTERSECTION
public static final int ONE_INTERSECTIONReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that one end point of the line segment lies inside of the axis-aligned box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that one end point of the line segment lies inside of the axis-aligned rectangle.- See Also:
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TWO_INTERSECTION
public static final int TWO_INTERSECTIONReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that the line segment intersects two sides of the axis-aligned box or lies on an edge or a side of the box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the line segment intersects two edges of the axis-aligned rectangle or lies on an edge of the rectangle.- See Also:
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INSIDE
public static final int INSIDEReturn value ofintersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f)to indicate that the line segment lies completely inside of the axis-aligned box; or return value ofintersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)andintersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)to indicate that the line segment lies completely inside of the axis-aligned rectangle.- See Also:
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Constructor Details
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Intersectionf
public Intersectionf()
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Method Details
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testPlaneSphere
public static boolean testPlaneSphere(float a, float b, float c, float d, float centerX, float centerY, float centerZ, float radius) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere with center(centerX, centerY, centerZ)andradius.Reference: http://math.stackexchange.com
- Parameters:
a- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equationcenterX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradius- the radius of the sphere- Returns:
trueiff the plane intersects the sphere;falseotherwise
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intersectPlaneSphere
public static boolean intersectPlaneSphere(float a, float b, float c, float d, float centerX, float centerY, float centerZ, float radius, Vector4f intersectionCenterAndRadius) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere with center(centerX, centerY, centerZ)andradius, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.Reference: http://math.stackexchange.com
- Parameters:
a- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equationcenterX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradius- the radius of the sphereintersectionCenterAndRadius- will hold the center of the circle of intersection in the(x, y, z)components and the radius in the w component- Returns:
trueiff the plane intersects the sphere;falseotherwise
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intersectPlaneSweptSphere
public static boolean intersectPlaneSweptSphere(float a, float b, float c, float d, float cX, float cY, float cZ, float radius, float vX, float vY, float vZ, Vector4f pointAndTime) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the moving sphere with center(cX, cY, cZ),radiusand velocity(vX, vY, vZ), and store the point of intersection in the(x, y, z)components of the supplied vector and the time of intersection in the w component.The normal vector
(a, b, c)of the plane equation needs to be normalized.Reference: Book "Real-Time Collision Detection" chapter 5.5.3 "Intersecting Moving Sphere Against Plane"
- Parameters:
a- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equationcX- the x coordinate of the center position of the sphere at t=0cY- the y coordinate of the center position of the sphere at t=0cZ- the z coordinate of the center position of the sphere at t=0radius- the sphere's radiusvX- the x component of the velocity of the spherevY- the y component of the velocity of the spherevZ- the z component of the velocity of the spherepointAndTime- will hold the point and time of intersection (if any)- Returns:
trueiff the sphere intersects the plane;falseotherwise
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testPlaneSweptSphere
public static boolean testPlaneSweptSphere(float a, float b, float c, float d, float t0X, float t0Y, float t0Z, float r, float t1X, float t1Y, float t1Z) Test whether the plane with the general plane equation a*x + b*y + c*z + d = 0 intersects the sphere moving from center position(t0X, t0Y, t0Z)to(t1X, t1Y, t1Z)and having the givenradius.The normal vector
(a, b, c)of the plane equation needs to be normalized.Reference: Book "Real-Time Collision Detection" chapter 5.5.3 "Intersecting Moving Sphere Against Plane"
- Parameters:
a- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equationt0X- the x coordinate of the start position of the spheret0Y- the y coordinate of the start position of the spheret0Z- the z coordinate of the start position of the spherer- the sphere's radiust1X- the x coordinate of the end position of the spheret1Y- the y coordinate of the end position of the spheret1Z- the z coordinate of the end position of the sphere- Returns:
trueif the sphere intersects the plane;falseotherwise
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testAabPlane
public static boolean testAabPlane(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, float a, float b, float c, float d) Test whether the axis-aligned box with minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)intersects the plane with the general equation a*x + b*y + c*z + d = 0.Reference: http://www.lighthouse3d.com ("Geometric Approach - Testing Boxes II")
- Parameters:
minX- the x coordinate of the minimum corner of the axis-aligned boxminY- the y coordinate of the minimum corner of the axis-aligned boxminZ- the z coordinate of the minimum corner of the axis-aligned boxmaxX- the x coordinate of the maximum corner of the axis-aligned boxmaxY- the y coordinate of the maximum corner of the axis-aligned boxmaxZ- the z coordinate of the maximum corner of the axis-aligned boxa- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equation- Returns:
trueiff the axis-aligned box intersects the plane;falseotherwise
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testAabPlane
public static boolean testAabPlane(Vector3fc min, Vector3fc max, float a, float b, float c, float d) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the plane with the general equation a*x + b*y + c*z + d = 0.Reference: http://www.lighthouse3d.com ("Geometric Approach - Testing Boxes II")
- Parameters:
min- the minimum corner of the axis-aligned boxmax- the maximum corner of the axis-aligned boxa- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equation- Returns:
trueiff the axis-aligned box intersects the plane;falseotherwise
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testAabAab
public static boolean testAabAab(float minXA, float minYA, float minZA, float maxXA, float maxYA, float maxZA, float minXB, float minYB, float minZB, float maxXB, float maxYB, float maxZB) Test whether the axis-aligned box with minimum corner(minXA, minYA, minZA)and maximum corner(maxXA, maxYA, maxZA)intersects the axis-aligned box with minimum corner(minXB, minYB, minZB)and maximum corner(maxXB, maxYB, maxZB).- Parameters:
minXA- the x coordinate of the minimum corner of the first axis-aligned boxminYA- the y coordinate of the minimum corner of the first axis-aligned boxminZA- the z coordinate of the minimum corner of the first axis-aligned boxmaxXA- the x coordinate of the maximum corner of the first axis-aligned boxmaxYA- the y coordinate of the maximum corner of the first axis-aligned boxmaxZA- the z coordinate of the maximum corner of the first axis-aligned boxminXB- the x coordinate of the minimum corner of the second axis-aligned boxminYB- the y coordinate of the minimum corner of the second axis-aligned boxminZB- the z coordinate of the minimum corner of the second axis-aligned boxmaxXB- the x coordinate of the maximum corner of the second axis-aligned boxmaxYB- the y coordinate of the maximum corner of the second axis-aligned boxmaxZB- the z coordinate of the maximum corner of the second axis-aligned box- Returns:
trueiff both axis-aligned boxes intersect;falseotherwise
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testAabAab
Test whether the axis-aligned box with minimum cornerminAand maximum cornermaxAintersects the axis-aligned box with minimum cornerminBand maximum cornermaxB.- Parameters:
minA- the minimum corner of the first axis-aligned boxmaxA- the maximum corner of the first axis-aligned boxminB- the minimum corner of the second axis-aligned boxmaxB- the maximum corner of the second axis-aligned box- Returns:
trueiff both axis-aligned boxes intersect;falseotherwise
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testObOb
public static boolean testObOb(Vector3f b0c, Vector3f b0uX, Vector3f b0uY, Vector3f b0uZ, Vector3f b0hs, Vector3f b1c, Vector3f b1uX, Vector3f b1uY, Vector3f b1uZ, Vector3f b1hs) Test whether two oriented boxes given via their center position, orientation and half-size, intersect.The orientation of a box is given as three unit vectors spanning the local orthonormal basis of the box.
The size is given as the half-size along each of the unit vectors defining the orthonormal basis.
Reference: Book "Real-Time Collision Detection" chapter 4.4.1 "OBB-OBB Intersection"
- Parameters:
b0c- the center of the first boxb0uX- the local X unit vector of the first boxb0uY- the local Y unit vector of the first boxb0uZ- the local Z unit vector of the first boxb0hs- the half-size of the first boxb1c- the center of the second boxb1uX- the local X unit vector of the second boxb1uY- the local Y unit vector of the second boxb1uZ- the local Z unit vector of the second boxb1hs- the half-size of the second box- Returns:
trueif both boxes intersect;falseotherwise
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testObOb
public static boolean testObOb(float b0cX, float b0cY, float b0cZ, float b0uXx, float b0uXy, float b0uXz, float b0uYx, float b0uYy, float b0uYz, float b0uZx, float b0uZy, float b0uZz, float b0hsX, float b0hsY, float b0hsZ, float b1cX, float b1cY, float b1cZ, float b1uXx, float b1uXy, float b1uXz, float b1uYx, float b1uYy, float b1uYz, float b1uZx, float b1uZy, float b1uZz, float b1hsX, float b1hsY, float b1hsZ) Test whether two oriented boxes given via their center position, orientation and half-size, intersect.The orientation of a box is given as three unit vectors spanning the local orthonormal basis of the box.
The size is given as the half-size along each of the unit vectors defining the orthonormal basis.
Reference: Book "Real-Time Collision Detection" chapter 4.4.1 "OBB-OBB Intersection"
- Parameters:
b0cX- the x coordinate of the center of the first boxb0cY- the y coordinate of the center of the first boxb0cZ- the z coordinate of the center of the first boxb0uXx- the x coordinate of the local X unit vector of the first boxb0uXy- the y coordinate of the local X unit vector of the first boxb0uXz- the z coordinate of the local X unit vector of the first boxb0uYx- the x coordinate of the local Y unit vector of the first boxb0uYy- the y coordinate of the local Y unit vector of the first boxb0uYz- the z coordinate of the local Y unit vector of the first boxb0uZx- the x coordinate of the local Z unit vector of the first boxb0uZy- the y coordinate of the local Z unit vector of the first boxb0uZz- the z coordinate of the local Z unit vector of the first boxb0hsX- the half-size of the first box along its local X axisb0hsY- the half-size of the first box along its local Y axisb0hsZ- the half-size of the first box along its local Z axisb1cX- the x coordinate of the center of the second boxb1cY- the y coordinate of the center of the second boxb1cZ- the z coordinate of the center of the second boxb1uXx- the x coordinate of the local X unit vector of the second boxb1uXy- the y coordinate of the local X unit vector of the second boxb1uXz- the z coordinate of the local X unit vector of the second boxb1uYx- the x coordinate of the local Y unit vector of the second boxb1uYy- the y coordinate of the local Y unit vector of the second boxb1uYz- the z coordinate of the local Y unit vector of the second boxb1uZx- the x coordinate of the local Z unit vector of the second boxb1uZy- the y coordinate of the local Z unit vector of the second boxb1uZz- the z coordinate of the local Z unit vector of the second boxb1hsX- the half-size of the second box along its local X axisb1hsY- the half-size of the second box along its local Y axisb1hsZ- the half-size of the second box along its local Z axis- Returns:
trueif both boxes intersect;falseotherwise
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intersectSphereSphere
public static boolean intersectSphereSphere(float aX, float aY, float aZ, float radiusSquaredA, float bX, float bY, float bZ, float radiusSquaredB, Vector4f centerAndRadiusOfIntersectionCircle) Test whether the one sphere with center(aX, aY, aZ)and square radiusradiusSquaredAintersects the other sphere with center(bX, bY, bZ)and square radiusradiusSquaredB, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.The normal vector of the circle of intersection can simply be obtained by subtracting the center of either sphere from the other.
Reference: http://gamedev.stackexchange.com
- Parameters:
aX- the x coordinate of the first sphere's centeraY- the y coordinate of the first sphere's centeraZ- the z coordinate of the first sphere's centerradiusSquaredA- the square of the first sphere's radiusbX- the x coordinate of the second sphere's centerbY- the y coordinate of the second sphere's centerbZ- the z coordinate of the second sphere's centerradiusSquaredB- the square of the second sphere's radiuscenterAndRadiusOfIntersectionCircle- will hold the center of the circle of intersection in the(x, y, z)components and the radius in the w component- Returns:
trueiff both spheres intersect;falseotherwise
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intersectSphereSphere
public static boolean intersectSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float radiusSquaredB, Vector4f centerAndRadiusOfIntersectionCircle) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB, and store the center of the circle of intersection in the(x, y, z)components of the supplied vector and the radius of that circle in the w component.The normal vector of the circle of intersection can simply be obtained by subtracting the center of either sphere from the other.
Reference: http://gamedev.stackexchange.com
- Parameters:
centerA- the first sphere's centerradiusSquaredA- the square of the first sphere's radiuscenterB- the second sphere's centerradiusSquaredB- the square of the second sphere's radiuscenterAndRadiusOfIntersectionCircle- will hold the center of the circle of intersection in the(x, y, z)components and the radius in the w component- Returns:
trueiff both spheres intersect;falseotherwise
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intersectSphereTriangle
public static int intersectSphereTriangle(float sX, float sY, float sZ, float sR, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f result) Test whether the given sphere with center(sX, sY, sZ)intersects the triangle given by its three vertices, and if they intersect store the point of intersection intoresult.This method also returns whether the point of intersection is on one of the triangle's vertices, edges or on the face.
Reference: Book "Real-Time Collision Detection" chapter 5.2.7 "Testing Sphere Against Triangle"
- Parameters:
sX- the x coordinate of the sphere's centersY- the y coordinate of the sphere's centersZ- the z coordinate of the sphere's centersR- the sphere's radiusv0X- the x coordinate of the first vertex of the trianglev0Y- the y coordinate of the first vertex of the trianglev0Z- the z coordinate of the first vertex of the trianglev1X- the x coordinate of the second vertex of the trianglev1Y- the y coordinate of the second vertex of the trianglev1Z- the z coordinate of the second vertex of the trianglev2X- the x coordinate of the third vertex of the trianglev2Y- the y coordinate of the third vertex of the trianglev2Z- the z coordinate of the third vertex of the triangleresult- will hold the point of intersection- Returns:
- one of
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2,POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20orPOINT_ON_TRIANGLE_FACEor0
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testSphereSphere
public static boolean testSphereSphere(float aX, float aY, float aZ, float radiusSquaredA, float bX, float bY, float bZ, float radiusSquaredB) Test whether the one sphere with center(aX, aY, aZ)and square radiusradiusSquaredAintersects the other sphere with center(bX, bY, bZ)and square radiusradiusSquaredB.Reference: http://gamedev.stackexchange.com
- Parameters:
aX- the x coordinate of the first sphere's centeraY- the y coordinate of the first sphere's centeraZ- the z coordinate of the first sphere's centerradiusSquaredA- the square of the first sphere's radiusbX- the x coordinate of the second sphere's centerbY- the y coordinate of the second sphere's centerbZ- the z coordinate of the second sphere's centerradiusSquaredB- the square of the second sphere's radius- Returns:
trueiff both spheres intersect;falseotherwise
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testSphereSphere
public static boolean testSphereSphere(Vector3fc centerA, float radiusSquaredA, Vector3fc centerB, float radiusSquaredB) Test whether the one sphere with centercenterAand square radiusradiusSquaredAintersects the other sphere with centercenterBand square radiusradiusSquaredB.Reference: http://gamedev.stackexchange.com
- Parameters:
centerA- the first sphere's centerradiusSquaredA- the square of the first sphere's radiuscenterB- the second sphere's centerradiusSquaredB- the square of the second sphere's radius- Returns:
trueiff both spheres intersect;falseotherwise
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distancePointPlane
public static float distancePointPlane(float pointX, float pointY, float pointZ, float a, float b, float c, float d) Determine the signed distance of the given point(pointX, pointY, pointZ)to the plane specified via its general plane equation a*x + b*y + c*z + d = 0.- Parameters:
pointX- the x coordinate of the pointpointY- the y coordinate of the pointpointZ- the z coordinate of the pointa- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equation- Returns:
- the distance between the point and the plane
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distancePointPlane
public static float distancePointPlane(float pointX, float pointY, float pointZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z) Determine the signed distance of the given point(pointX, pointY, pointZ)to the plane of the triangle specified by its three points(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).If the point lies on the front-facing side of the triangle's plane, that is, if the triangle has counter-clockwise winding order as seen from the point, then this method returns a positive number.
- Parameters:
pointX- the x coordinate of the pointpointY- the y coordinate of the pointpointZ- the z coordinate of the pointv0X- the x coordinate of the first vertex of the trianglev0Y- the y coordinate of the first vertex of the trianglev0Z- the z coordinate of the first vertex of the trianglev1X- the x coordinate of the second vertex of the trianglev1Y- the y coordinate of the second vertex of the trianglev1Z- the z coordinate of the second vertex of the trianglev2X- the x coordinate of the third vertex of the trianglev2Y- the y coordinate of the third vertex of the trianglev2Z- the z coordinate of the third vertex of the triangle- Returns:
- the signed distance between the point and the plane of the triangle
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intersectRayPlane
public static float intersectRayPlane(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float pointX, float pointY, float pointZ, float normalX, float normalY, float normalZ, float epsilon) Test whether the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the plane containing the given point(pointX, pointY, pointZ)and having the normal(normalX, normalY, normalZ), and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.This method returns
-1.0if the ray does not intersect the plane, because it is either parallel to the plane or its direction points away from the plane or the ray's origin is on the negative side of the plane (i.e. the plane's normal points away from the ray's origin).Reference: https://www.siggraph.org/
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionpointX- the x coordinate of a point on the planepointY- the y coordinate of a point on the planepointZ- the z coordinate of a point on the planenormalX- the x coordinate of the plane's normalnormalY- the y coordinate of the plane's normalnormalZ- the z coordinate of the plane's normalepsilon- some small epsilon for when the ray is parallel to the plane- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the plane;
-1.0otherwise
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intersectRayPlane
public static float intersectRayPlane(Vector3fc origin, Vector3fc dir, Vector3fc point, Vector3fc normal, float epsilon) Test whether the ray with givenoriginand directiondirintersects the plane containing the givenpointand having the givennormal, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.This method returns
-1.0if the ray does not intersect the plane, because it is either parallel to the plane or its direction points away from the plane or the ray's origin is on the negative side of the plane (i.e. the plane's normal points away from the ray's origin).Reference: https://www.siggraph.org/
- Parameters:
origin- the ray's origindir- the ray's directionpoint- a point on the planenormal- the plane's normalepsilon- some small epsilon for when the ray is parallel to the plane- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the plane;
-1.0otherwise
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intersectRayPlane
public static float intersectRayPlane(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float a, float b, float c, float d, float epsilon) Test whether the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.This method returns
-1.0if the ray does not intersect the plane, because it is either parallel to the plane or its direction points away from the plane or the ray's origin is on the negative side of the plane (i.e. the plane's normal points away from the ray's origin).Reference: https://www.siggraph.org/
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directiona- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equationepsilon- some small epsilon for when the ray is parallel to the plane- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the plane;
-1.0otherwise
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testAabSphere
public static boolean testAabSphere(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, float centerX, float centerY, float centerZ, float radiusSquared) Test whether the axis-aligned box with minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ)intersects the sphere with the given center(centerX, centerY, centerZ)and square radiusradiusSquared.Reference: http://stackoverflow.com
- Parameters:
minX- the x coordinate of the minimum corner of the axis-aligned boxminY- the y coordinate of the minimum corner of the axis-aligned boxminZ- the z coordinate of the minimum corner of the axis-aligned boxmaxX- the x coordinate of the maximum corner of the axis-aligned boxmaxY- the y coordinate of the maximum corner of the axis-aligned boxmaxZ- the z coordinate of the maximum corner of the axis-aligned boxcenterX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradiusSquared- the square of the sphere's radius- Returns:
trueiff the axis-aligned box intersects the sphere;falseotherwise
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testAabSphere
public static boolean testAabSphere(Vector3fc min, Vector3fc max, Vector3fc center, float radiusSquared) Test whether the axis-aligned box with minimum cornerminand maximum cornermaxintersects the sphere with the givencenterand square radiusradiusSquared.Reference: http://stackoverflow.com
- Parameters:
min- the minimum corner of the axis-aligned boxmax- the maximum corner of the axis-aligned boxcenter- the sphere's centerradiusSquared- the squared of the sphere's radius- Returns:
trueiff the axis-aligned box intersects the sphere;falseotherwise
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findClosestPointOnPlane
public static Vector3f findClosestPointOnPlane(float aX, float aY, float aZ, float nX, float nY, float nZ, float pX, float pY, float pZ, Vector3f result) Find the point on the given plane which is closest to the specified point(pX, pY, pZ)and store the result inresult.- Parameters:
aX- the x coordinate of one point on the planeaY- the y coordinate of one point on the planeaZ- the z coordinate of one point on the planenX- the x coordinate of the unit normal of the planenY- the y coordinate of the unit normal of the planenZ- the z coordinate of the unit normal of the planepX- the x coordinate of the pointpY- the y coordinate of the pointpZ- the z coordinate of the pointresult- will hold the result- Returns:
- result
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findClosestPointOnLineSegment
public static Vector3f findClosestPointOnLineSegment(float aX, float aY, float aZ, float bX, float bY, float bZ, float pX, float pY, float pZ, Vector3f result) Find the point on the given line segment which is closest to the specified point(pX, pY, pZ), and store the result inresult.- Parameters:
aX- the x coordinate of the first end point of the line segmentaY- the y coordinate of the first end point of the line segmentaZ- the z coordinate of the first end point of the line segmentbX- the x coordinate of the second end point of the line segmentbY- the y coordinate of the second end point of the line segmentbZ- the z coordinate of the second end point of the line segmentpX- the x coordinate of the pointpY- the y coordinate of the pointpZ- the z coordinate of the pointresult- will hold the result- Returns:
- result
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findClosestPointsLineSegments
public static float findClosestPointsLineSegments(float a0X, float a0Y, float a0Z, float a1X, float a1Y, float a1Z, float b0X, float b0Y, float b0Z, float b1X, float b1Y, float b1Z, Vector3f resultA, Vector3f resultB) Find the closest points on the two line segments, store the point on the first line segment inresultAand the point on the second line segment inresultB, and return the square distance between both points.Reference: Book "Real-Time Collision Detection" chapter 5.1.9 "Closest Points of Two Line Segments"
- Parameters:
a0X- the x coordinate of the first line segment's first end pointa0Y- the y coordinate of the first line segment's first end pointa0Z- the z coordinate of the first line segment's first end pointa1X- the x coordinate of the first line segment's second end pointa1Y- the y coordinate of the first line segment's second end pointa1Z- the z coordinate of the first line segment's second end pointb0X- the x coordinate of the second line segment's first end pointb0Y- the y coordinate of the second line segment's first end pointb0Z- the z coordinate of the second line segment's first end pointb1X- the x coordinate of the second line segment's second end pointb1Y- the y coordinate of the second line segment's second end pointb1Z- the z coordinate of the second line segment's second end pointresultA- will hold the point on the first line segmentresultB- will hold the point on the second line segment- Returns:
- the square distance between the two closest points
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findClosestPointsLineSegmentTriangle
public static float findClosestPointsLineSegmentTriangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f lineSegmentResult, Vector3f triangleResult) Find the closest points on a line segment and a triangle.Reference: Book "Real-Time Collision Detection" chapter 5.1.10 "Closest Points of a Line Segment and a Triangle"
- Parameters:
aX- the x coordinate of the line segment's first end pointaY- the y coordinate of the line segment's first end pointaZ- the z coordinate of the line segment's first end pointbX- the x coordinate of the line segment's second end pointbY- the y coordinate of the line segment's second end pointbZ- the z coordinate of the line segment's second end pointv0X- the x coordinate of the triangle's first vertexv0Y- the y coordinate of the triangle's first vertexv0Z- the z coordinate of the triangle's first vertexv1X- the x coordinate of the triangle's second vertexv1Y- the y coordinate of the triangle's second vertexv1Z- the z coordinate of the triangle's second vertexv2X- the x coordinate of the triangle's third vertexv2Y- the y coordinate of the triangle's third vertexv2Z- the z coordinate of the triangle's third vertexlineSegmentResult- will hold the closest point on the line segmenttriangleResult- will hold the closest point on the triangle- Returns:
- the square distance of the closest points
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findClosestPointOnTriangle
public static int findClosestPointOnTriangle(float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float pX, float pY, float pZ, Vector3f result) Determine the closest point on the triangle with the given vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z),(v2X, v2Y, v2Z)between that triangle and the given point(pX, pY, pZ)and store that point into the givenresult.Additionally, this method returns whether the closest point is a vertex (
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2) of the triangle, lies on an edge (POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20) or on thefaceof the triangle.Reference: Book "Real-Time Collision Detection" chapter 5.1.5 "Closest Point on Triangle to Point"
- Parameters:
v0X- the x coordinate of the first vertex of the trianglev0Y- the y coordinate of the first vertex of the trianglev0Z- the z coordinate of the first vertex of the trianglev1X- the x coordinate of the second vertex of the trianglev1Y- the y coordinate of the second vertex of the trianglev1Z- the z coordinate of the second vertex of the trianglev2X- the x coordinate of the third vertex of the trianglev2Y- the y coordinate of the third vertex of the trianglev2Z- the z coordinate of the third vertex of the trianglepX- the x coordinate of the pointpY- the y coordinate of the pointpZ- the y coordinate of the pointresult- will hold the closest point- Returns:
- one of
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2,POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20orPOINT_ON_TRIANGLE_FACE
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findClosestPointOnTriangle
public static int findClosestPointOnTriangle(Vector3fc v0, Vector3fc v1, Vector3fc v2, Vector3fc p, Vector3f result) Determine the closest point on the triangle with the verticesv0,v1,v2between that triangle and the given pointpand store that point into the givenresult.Additionally, this method returns whether the closest point is a vertex (
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2) of the triangle, lies on an edge (POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20) or on thefaceof the triangle.Reference: Book "Real-Time Collision Detection" chapter 5.1.5 "Closest Point on Triangle to Point"
- Parameters:
v0- the first vertex of the trianglev1- the second vertex of the trianglev2- the third vertex of the trianglep- the pointresult- will hold the closest point- Returns:
- one of
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2,POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20orPOINT_ON_TRIANGLE_FACE
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findClosestPointOnRectangle
public static Vector3f findClosestPointOnRectangle(float aX, float aY, float aZ, float bX, float bY, float bZ, float cX, float cY, float cZ, float pX, float pY, float pZ, Vector3f res) Find the point on a given rectangle, specified via three of its corners, which is closest to the specified point(pX, pY, pZ)and store the result intores.Reference: Book "Real-Time Collision Detection" chapter 5.1.4.2 "Closest Point on 3D Rectangle to Point"
- Parameters:
aX- the x coordinate of the first corner point of the rectangleaY- the y coordinate of the first corner point of the rectangleaZ- the z coordinate of the first corner point of the rectanglebX- the x coordinate of the second corner point of the rectanglebY- the y coordinate of the second corner point of the rectanglebZ- the z coordinate of the second corner point of the rectanglecX- the x coordinate of the third corner point of the rectanglecY- the y coordinate of the third corner point of the rectanglecZ- the z coordinate of the third corner point of the rectanglepX- the x coordinate of the pointpY- the y coordinate of the pointpZ- the z coordinate of the pointres- will hold the result- Returns:
- res
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intersectSweptSphereTriangle
public static int intersectSweptSphereTriangle(float centerX, float centerY, float centerZ, float radius, float velX, float velY, float velZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon, float maxT, Vector4f pointAndTime) Determine the point of intersection between a sphere with the given center(centerX, centerY, centerZ)andradiusmoving with the given velocity(velX, velY, velZ)and the triangle specified via its three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z),(v2X, v2Y, v2Z).The vertices of the triangle must be specified in counter-clockwise winding order.
An intersection is only considered if the time of intersection is smaller than the given
maxTvalue.Reference: Improved Collision detection and Response
- Parameters:
centerX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradius- the radius of the spherevelX- the x component of the velocity of the spherevelY- the y component of the velocity of the spherevelZ- the z component of the velocity of the spherev0X- the x coordinate of the first triangle vertexv0Y- the y coordinate of the first triangle vertexv0Z- the z coordinate of the first triangle vertexv1X- the x coordinate of the second triangle vertexv1Y- the y coordinate of the second triangle vertexv1Z- the z coordinate of the second triangle vertexv2X- the x coordinate of the third triangle vertexv2Y- the y coordinate of the third triangle vertexv2Z- the z coordinate of the third triangle vertexepsilon- a small epsilon when testing spheres that move almost parallel to the trianglemaxT- the maximum intersection timepointAndTime- iff the moving sphere and the triangle intersect, this will hold the point of intersection in the(x, y, z)components and the time of intersection in thewcomponent- Returns:
POINT_ON_TRIANGLE_FACEif the intersection point lies on the triangle's face, orPOINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1orPOINT_ON_TRIANGLE_VERTEX_2if the intersection point is a vertex, orPOINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12orPOINT_ON_TRIANGLE_EDGE_20if the intersection point lies on an edge; or0if no intersection
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testPointInTriangle
public static boolean testPointInTriangle(float pX, float pY, float pZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z) Test whether the projection of the given point(pX, pY, pZ)lies inside of the triangle defined by the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).Reference: Improved Collision detection and Response
- Parameters:
pX- the x coordinate of the point to testpY- the y coordinate of the point to testpZ- the z coordinate of the point to testv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertex- Returns:
trueif the projection of the given point lies inside of the given triangle;falseotherwise
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intersectRaySphere
public static boolean intersectRaySphere(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float centerX, float centerY, float centerZ, float radiusSquared, Vector2f result) Test whether the given ray with the origin(originX, originY, originZ)and normalized direction(dirX, dirY, dirZ)intersects the given sphere with center(centerX, centerY, centerZ)and square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.This method returns
truefor a ray whose origin lies inside the sphere.Reference: http://www.scratchapixel.com/
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's normalized directiondirY- the y coordinate of the ray's normalized directiondirZ- the z coordinate of the ray's normalized directioncenterX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradiusSquared- the sphere radius squaredresult- a vector that will contain the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near, far) of intersections with the sphere- Returns:
trueif the ray intersects the sphere;falseotherwise
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intersectRaySphere
public static boolean intersectRaySphere(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere with the givencenterand square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.This method returns
truefor a ray whose origin lies inside the sphere.Reference: http://www.scratchapixel.com/
- Parameters:
origin- the ray's origindir- the ray's normalized directioncenter- the sphere's centerradiusSquared- the sphere radius squaredresult- a vector that will contain the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near, far) of intersections with the sphere- Returns:
trueif the ray intersects the sphere;falseotherwise
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testRaySphere
public static boolean testRaySphere(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float centerX, float centerY, float centerZ, float radiusSquared) Test whether the given ray with the origin(originX, originY, originZ)and normalized direction(dirX, dirY, dirZ)intersects the given sphere with center(centerX, centerY, centerZ)and square radiusradiusSquared.This method returns
truefor a ray whose origin lies inside the sphere.Reference: http://www.scratchapixel.com/
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's normalized directiondirY- the y coordinate of the ray's normalized directiondirZ- the z coordinate of the ray's normalized directioncenterX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradiusSquared- the sphere radius squared- Returns:
trueif the ray intersects the sphere;falseotherwise
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testRaySphere
public static boolean testRaySphere(Vector3fc origin, Vector3fc dir, Vector3fc center, float radiusSquared) Test whether the ray with the givenoriginand normalized directiondirintersects the sphere with the givencenterand square radius.This method returns
truefor a ray whose origin lies inside the sphere.Reference: http://www.scratchapixel.com/
- Parameters:
origin- the ray's origindir- the ray's normalized directioncenter- the sphere's centerradiusSquared- the sphere radius squared- Returns:
trueif the ray intersects the sphere;falseotherwise
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testLineSegmentSphere
public static boolean testLineSegmentSphere(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float centerX, float centerY, float centerZ, float radiusSquared) Test whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the given sphere with center(centerX, centerY, centerZ)and square radiusradiusSquared.Reference: http://paulbourke.net/
- Parameters:
p0X- the x coordinate of the line segment's first end pointp0Y- the y coordinate of the line segment's first end pointp0Z- the z coordinate of the line segment's first end pointp1X- the x coordinate of the line segment's second end pointp1Y- the y coordinate of the line segment's second end pointp1Z- the z coordinate of the line segment's second end pointcenterX- the x coordinate of the sphere's centercenterY- the y coordinate of the sphere's centercenterZ- the z coordinate of the sphere's centerradiusSquared- the sphere radius squared- Returns:
trueif the line segment intersects the sphere;falseotherwise
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testLineSegmentSphere
public static boolean testLineSegmentSphere(Vector3fc p0, Vector3fc p1, Vector3fc center, float radiusSquared) Test whether the line segment with the end pointsp0andp1intersects the given sphere with centercenterand square radiusradiusSquared.Reference: http://paulbourke.net/
- Parameters:
p0- the line segment's first end pointp1- the line segment's second end pointcenter- the sphere's centerradiusSquared- the sphere radius squared- Returns:
trueif the line segment intersects the sphere;falseotherwise
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intersectRayAab
public static boolean intersectRayAab(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector2f result) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the axis-aligned box given as its minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ), and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection.This method returns
truefor a ray whose origin lies inside the axis-aligned box.If many boxes need to be tested against the same ray, then the
RayAabIntersectionclass is likely more efficient.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionminX- the x coordinate of the minimum corner of the axis-aligned boxminY- the y coordinate of the minimum corner of the axis-aligned boxminZ- the z coordinate of the minimum corner of the axis-aligned boxmaxX- the x coordinate of the maximum corner of the axis-aligned boxmaxY- the y coordinate of the maximum corner of the axis-aligned boxmaxZ- the y coordinate of the maximum corner of the axis-aligned boxresult- a vector which will hold the resulting values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection iff the ray intersects the axis-aligned box- Returns:
trueif the given ray intersects the axis-aligned box;falseotherwise- See Also:
-
intersectRayAab
public static boolean intersectRayAab(Vector3fc origin, Vector3fc dir, Vector3fc min, Vector3fc max, Vector2f result) Test whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection..This method returns
truefor a ray whose origin lies inside the axis-aligned box.If many boxes need to be tested against the same ray, then the
RayAabIntersectionclass is likely more efficient.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
origin- the ray's origindir- the ray's directionmin- the minimum corner of the axis-aligned boxmax- the maximum corner of the axis-aligned boxresult- a vector which will hold the resulting values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection iff the ray intersects the axis-aligned box- Returns:
trueif the given ray intersects the axis-aligned box;falseotherwise- See Also:
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intersectLineSegmentAab
public static int intersectLineSegmentAab(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float minX, float minY, float minZ, float maxX, float maxY, float maxZ, Vector2f result) Determine whether the undirected line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the axis-aligned box given as its minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ), and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.This method returns
truefor a line segment whose either end point lies inside the axis-aligned box.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
p0X- the x coordinate of the line segment's first end pointp0Y- the y coordinate of the line segment's first end pointp0Z- the z coordinate of the line segment's first end pointp1X- the x coordinate of the line segment's second end pointp1Y- the y coordinate of the line segment's second end pointp1Z- the z coordinate of the line segment's second end pointminX- the x coordinate of one corner of the axis-aligned boxminY- the y coordinate of one corner of the axis-aligned boxminZ- the z coordinate of one corner of the axis-aligned boxmaxX- the x coordinate of the opposite corner of the axis-aligned boxmaxY- the y coordinate of the opposite corner of the axis-aligned boxmaxZ- the y coordinate of the opposite corner of the axis-aligned boxresult- a vector which will hold the resulting values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection iff the line segment intersects the axis-aligned box- Returns:
INSIDEif the line segment lies completely inside of the axis-aligned box; orOUTSIDEif the line segment lies completely outside of the axis-aligned box; orONE_INTERSECTIONif one of the end points of the line segment lies inside of the axis-aligned box; orTWO_INTERSECTIONif the line segment intersects two sides of the axis-aligned box or lies on an edge or a side of the box- See Also:
-
intersectLineSegmentAab
public static int intersectLineSegmentAab(Vector3fc p0, Vector3fc p1, Vector3fc min, Vector3fc max, Vector2f result) Determine whether the undirected line segment with the end pointsp0andp1intersects the axis-aligned box given as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.This method returns
truefor a line segment whose either end point lies inside the axis-aligned box.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
p0- the line segment's first end pointp1- the line segment's second end pointmin- the minimum corner of the axis-aligned boxmax- the maximum corner of the axis-aligned boxresult- a vector which will hold the resulting values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection iff the line segment intersects the axis-aligned box- Returns:
INSIDEif the line segment lies completely inside of the axis-aligned box; orOUTSIDEif the line segment lies completely outside of the axis-aligned box; orONE_INTERSECTIONif one of the end points of the line segment lies inside of the axis-aligned box; orTWO_INTERSECTIONif the line segment intersects two sides of the axis-aligned box or lies on an edge or a side of the box- See Also:
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testRayAab
public static boolean testRayAab(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float minX, float minY, float minZ, float maxX, float maxY, float maxZ) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the axis-aligned box given as its minimum corner(minX, minY, minZ)and maximum corner(maxX, maxY, maxZ).This method returns
truefor a ray whose origin lies inside the axis-aligned box.If many boxes need to be tested against the same ray, then the
RayAabIntersectionclass is likely more efficient.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionminX- the x coordinate of the minimum corner of the axis-aligned boxminY- the y coordinate of the minimum corner of the axis-aligned boxminZ- the z coordinate of the minimum corner of the axis-aligned boxmaxX- the x coordinate of the maximum corner of the axis-aligned boxmaxY- the y coordinate of the maximum corner of the axis-aligned boxmaxZ- the y coordinate of the maximum corner of the axis-aligned box- Returns:
trueif the given ray intersects the axis-aligned box;falseotherwise- See Also:
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testRayAab
Test whether the ray with the givenoriginand directiondirintersects the axis-aligned box specified as its minimum cornerminand maximum cornermax.This method returns
truefor a ray whose origin lies inside the axis-aligned box.If many boxes need to be tested against the same ray, then the
RayAabIntersectionclass is likely more efficient.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
origin- the ray's origindir- the ray's directionmin- the minimum corner of the axis-aligned boxmax- the maximum corner of the axis-aligned box- Returns:
trueif the given ray intersects the axis-aligned box;falseotherwise- See Also:
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testRayTriangleFront
public static boolean testRayTriangleFront(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the frontface of the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test implements backface culling, that is, it will return
falsewhen the triangle is in clockwise winding order assuming a right-handed 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.- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
trueif the given ray intersects the frontface of the triangle;falseotherwise- See Also:
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testRayTriangleFront
public static boolean testRayTriangleFront(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test implements backface culling, that is, it will return
falsewhen the triangle is in clockwise winding order assuming a right-handed 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.- Parameters:
origin- the ray's origindir- the ray's directionv0- the position of the first vertexv1- the position of the second vertexv2- the position of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
trueif the given ray intersects the frontface of the triangle;falseotherwise- See Also:
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testRayTriangle
public static boolean testRayTriangle(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Test whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z).This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test does not take into account the winding order of the triangle, so a ray will intersect a front-facing triangle as well as a back-facing triangle.
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
trueif the given ray intersects the frontface of the triangle;falseotherwise- See Also:
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testRayTriangle
public static boolean testRayTriangle(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2.This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test does not take into account the winding order of the triangle, so a ray will intersect a front-facing triangle as well as a back-facing triangle.
- Parameters:
origin- the ray's origindir- the ray's directionv0- the position of the first vertexv1- the position of the second vertexv2- the position of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
trueif the given ray intersects the frontface of the triangle;falseotherwise- See Also:
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intersectRayTriangleFront
public static float intersectRayTriangleFront(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Determine whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the frontface of the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z)and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test implements backface culling, that is, it will return
falsewhen the triangle is in clockwise winding order assuming a right-handed 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.- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection
if the ray intersects the frontface of the triangle;
-1.0otherwise - See Also:
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intersectRayTriangleFront
public static float intersectRayTriangleFront(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Determine whether the ray with the givenoriginand the givendirintersects the frontface of the triangle consisting of the three verticesv0,v1andv2and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test implements backface culling, that is, it will return
falsewhen the triangle is in clockwise winding order assuming a right-handed 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.- Parameters:
origin- the ray's origindir- the ray's directionv0- the position of the first vertexv1- the position of the second vertexv2- the position of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection
if the ray intersects the frontface of the triangle;
-1.0otherwise - See Also:
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intersectRayTriangle
public static float intersectRayTriangle(float originX, float originY, float originZ, float dirX, float dirY, float dirZ, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Determine whether the given ray with the origin(originX, originY, originZ)and direction(dirX, dirY, dirZ)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z)and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test does not take into account the winding order of the triangle, so a ray will intersect a front-facing triangle as well as a back-facing triangle.
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's originoriginZ- the z coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directiondirZ- the z coordinate of the ray's directionv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection
if the ray intersects the triangle;
-1.0otherwise - See Also:
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intersectRayTriangle
public static float intersectRayTriangle(Vector3fc origin, Vector3fc dir, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Determine whether the ray with the givenoriginand the givendirintersects the triangle consisting of the three verticesv0,v1andv2and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.This is an implementation of the Fast, Minimum Storage Ray/Triangle Intersection method.
This test does not take into account the winding order of the triangle, so a ray will intersect a front-facing triangle as well as a back-facing triangle.
- Parameters:
origin- the ray's origindir- the ray's directionv0- the position of the first vertexv1- the position of the second vertexv2- the position of the third vertexepsilon- a small epsilon when testing rays that are almost parallel to the triangle- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection
if the ray intersects the triangle;
-1.0otherwise - See Also:
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testLineSegmentTriangle
public static boolean testLineSegmentTriangle(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon) Test whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points.- Parameters:
p0X- the x coordinate of the line segment's first end pointp0Y- the y coordinate of the line segment's first end pointp0Z- the z coordinate of the line segment's first end pointp1X- the x coordinate of the line segment's second end pointp1Y- the y coordinate of the line segment's second end pointp1Z- the z coordinate of the line segment's second end pointv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertexepsilon- a small epsilon when testing line segments that are almost parallel to the triangle- Returns:
trueif the given line segment intersects the triangle;falseotherwise- See Also:
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testLineSegmentTriangle
public static boolean testLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon) Test whether the line segment with the end pointsp0andp1intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points.- Parameters:
p0- the line segment's first end pointp1- the line segment's second end pointv0- the position of the first vertexv1- the position of the second vertexv2- the position of the third vertexepsilon- a small epsilon when testing line segments that are almost parallel to the triangle- Returns:
trueif the given line segment intersects the triangle;falseotherwise- See Also:
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intersectLineSegmentTriangle
public static boolean intersectLineSegmentTriangle(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, float epsilon, Vector3f intersectionPoint) Determine whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection.- Parameters:
p0X- the x coordinate of the line segment's first end pointp0Y- the y coordinate of the line segment's first end pointp0Z- the z coordinate of the line segment's first end pointp1X- the x coordinate of the line segment's second end pointp1Y- the y coordinate of the line segment's second end pointp1Z- the z coordinate of the line segment's second end pointv0X- the x coordinate of the first vertexv0Y- the y coordinate of the first vertexv0Z- the z coordinate of the first vertexv1X- the x coordinate of the second vertexv1Y- the y coordinate of the second vertexv1Z- the z coordinate of the second vertexv2X- the x coordinate of the third vertexv2Y- the y coordinate of the third vertexv2Z- the z coordinate of the third vertexepsilon- a small epsilon when testing line segments that are almost parallel to the triangleintersectionPoint- the point of intersection- Returns:
trueif the given line segment intersects the triangle;falseotherwise- See Also:
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intersectLineSegmentTriangle
public static boolean intersectLineSegmentTriangle(Vector3fc p0, Vector3fc p1, Vector3fc v0, Vector3fc v1, Vector3fc v2, float epsilon, Vector3f intersectionPoint) Determine whether the line segment with the end pointsp0andp1intersects the triangle consisting of the three vertices(v0X, v0Y, v0Z),(v1X, v1Y, v1Z)and(v2X, v2Y, v2Z), regardless of the winding order of the triangle or the direction of the line segment between its two end points, and return the point of intersection.- Parameters:
p0- the line segment's first end pointp1- the line segment's second end pointv0- the position of the first vertexv1- the position of the second vertexv2- the position of the third vertexepsilon- a small epsilon when testing line segments that are almost parallel to the triangleintersectionPoint- the point of intersection- Returns:
trueif the given line segment intersects the triangle;falseotherwise- See Also:
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intersectLineSegmentPlane
public static boolean intersectLineSegmentPlane(float p0X, float p0Y, float p0Z, float p1X, float p1Y, float p1Z, float a, float b, float c, float d, Vector3f intersectionPoint) Determine whether the line segment with the end points(p0X, p0Y, p0Z)and(p1X, p1Y, p1Z)intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0, and return the point of intersection.- Parameters:
p0X- the x coordinate of the line segment's first end pointp0Y- the y coordinate of the line segment's first end pointp0Z- the z coordinate of the line segment's first end pointp1X- the x coordinate of the line segment's second end pointp1Y- the y coordinate of the line segment's second end pointp1Z- the z coordinate of the line segment's second end pointa- the x factor in the plane equationb- the y factor in the plane equationc- the z factor in the plane equationd- the constant in the plane equationintersectionPoint- the point of intersection- Returns:
trueif the given line segment intersects the plane;falseotherwise
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testLineCircle
public static boolean testLineCircle(float a, float b, float c, float centerX, float centerY, float radius) Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center(centerX, centerY)andradius.Reference: http://math.stackexchange.com
- Parameters:
a- the x factor in the line equationb- the y factor in the line equationc- the constant in the line equationcenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradius- the radius of the circle- Returns:
trueiff the line intersects the circle;falseotherwise
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intersectLineCircle
public static boolean intersectLineCircle(float a, float b, float c, float centerX, float centerY, float radius, Vector3f intersectionCenterAndHL) Test whether the line with the general line equation a*x + b*y + c = 0 intersects the circle with center(centerX, centerY)andradius, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.Reference: http://math.stackexchange.com
- Parameters:
a- the x factor in the line equationb- the y factor in the line equationc- the constant in the line equationcenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradius- the radius of the circleintersectionCenterAndHL- will hold the center of the line segment of intersection in the(x, y)components and the half-length in the z component- Returns:
trueiff the line intersects the circle;falseotherwise
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intersectLineCircle
public static boolean intersectLineCircle(float x0, float y0, float x1, float y1, float centerX, float centerY, float radius, Vector3f intersectionCenterAndHL) Test whether the line defined by the two points(x0, y0)and(x1, y1)intersects the circle with center(centerX, centerY)andradius, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.Reference: http://math.stackexchange.com
- Parameters:
x0- the x coordinate of the first point on the liney0- the y coordinate of the first point on the linex1- the x coordinate of the second point on the liney1- the y coordinate of the second point on the linecenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradius- the radius of the circleintersectionCenterAndHL- will hold the center of the line segment of intersection in the(x, y)components and the half-length in the z component- Returns:
trueiff the line intersects the circle;falseotherwise
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testAarLine
public static boolean testAarLine(float minX, float minY, float maxX, float maxY, float a, float b, float c) Test whether the axis-aligned rectangle with minimum corner(minX, minY)and maximum corner(maxX, maxY)intersects the line with the general equation a*x + b*y + c = 0.Reference: http://www.lighthouse3d.com ("Geometric Approach - Testing Boxes II")
- Parameters:
minX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectanglea- the x factor in the line equationb- the y factor in the line equationc- the constant in the plane equation- Returns:
trueiff the axis-aligned rectangle intersects the line;falseotherwise
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testAarLine
Test whether the axis-aligned rectangle with minimum cornerminand maximum cornermaxintersects the line with the general equation a*x + b*y + c = 0.Reference: http://www.lighthouse3d.com ("Geometric Approach - Testing Boxes II")
- Parameters:
min- the minimum corner of the axis-aligned rectanglemax- the maximum corner of the axis-aligned rectanglea- the x factor in the line equationb- the y factor in the line equationc- the constant in the line equation- Returns:
trueiff the axis-aligned rectangle intersects the line;falseotherwise
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testAarLine
public static boolean testAarLine(float minX, float minY, float maxX, float maxY, float x0, float y0, float x1, float y1) Test whether the axis-aligned rectangle with minimum corner(minX, minY)and maximum corner(maxX, maxY)intersects the line defined by the two points(x0, y0)and(x1, y1).Reference: http://www.lighthouse3d.com ("Geometric Approach - Testing Boxes II")
- Parameters:
minX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectanglex0- the x coordinate of the first point on the liney0- the y coordinate of the first point on the linex1- the x coordinate of the second point on the liney1- the y coordinate of the second point on the line- Returns:
trueiff the axis-aligned rectangle intersects the line;falseotherwise
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testAarAar
public static boolean testAarAar(float minXA, float minYA, float maxXA, float maxYA, float minXB, float minYB, float maxXB, float maxYB) Test whether the axis-aligned rectangle with minimum corner(minXA, minYA)and maximum corner(maxXA, maxYA)intersects the axis-aligned rectangle with minimum corner(minXB, minYB)and maximum corner(maxXB, maxYB).- Parameters:
minXA- the x coordinate of the minimum corner of the first axis-aligned rectangleminYA- the y coordinate of the minimum corner of the first axis-aligned rectanglemaxXA- the x coordinate of the maximum corner of the first axis-aligned rectanglemaxYA- the y coordinate of the maximum corner of the first axis-aligned rectangleminXB- the x coordinate of the minimum corner of the second axis-aligned rectangleminYB- the y coordinate of the minimum corner of the second axis-aligned rectanglemaxXB- the x coordinate of the maximum corner of the second axis-aligned rectanglemaxYB- the y coordinate of the maximum corner of the second axis-aligned rectangle- Returns:
trueiff both axis-aligned rectangles intersect;falseotherwise
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testAarAar
Test whether the axis-aligned rectangle with minimum cornerminAand maximum cornermaxAintersects the axis-aligned rectangle with minimum cornerminBand maximum cornermaxB.- Parameters:
minA- the minimum corner of the first axis-aligned rectanglemaxA- the maximum corner of the first axis-aligned rectangleminB- the minimum corner of the second axis-aligned rectanglemaxB- the maximum corner of the second axis-aligned rectangle- Returns:
trueiff both axis-aligned rectangles intersect;falseotherwise
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testMovingCircleCircle
public static boolean testMovingCircleCircle(float aX, float aY, float maX, float maY, float aR, float bX, float bY, float bR) Test whether a given circle with center(aX, aY)and radiusaRand travelled distance vector(maX, maY)intersects a given static circle with center(bX, bY)and radiusbR.Note that the case of two moving circles can always be reduced to this case by expressing the moved distance of one of the circles relative to the other.
Reference: https://www.gamasutra.com
- Parameters:
aX- the x coordinate of the first circle's centeraY- the y coordinate of the first circle's centermaX- the x coordinate of the first circle's travelled distance vectormaY- the y coordinate of the first circle's travelled distance vectoraR- the radius of the first circlebX- the x coordinate of the second circle's centerbY- the y coordinate of the second circle's centerbR- the radius of the second circle- Returns:
trueif both circle intersect;falseotherwise
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testMovingCircleCircle
public static boolean testMovingCircleCircle(Vector2f centerA, Vector2f moveA, float aR, Vector2f centerB, float bR) Test whether a given circle with centercenterAand radiusaRand travelled distance vectormoveAintersects a given static circle with centercenterBand radiusbR.Note that the case of two moving circles can always be reduced to this case by expressing the moved distance of one of the circles relative to the other.
Reference: https://www.gamasutra.com
- Parameters:
centerA- the coordinates of the first circle's centermoveA- the coordinates of the first circle's travelled distance vectoraR- the radius of the first circlecenterB- the coordinates of the second circle's centerbR- the radius of the second circle- Returns:
trueif both circle intersect;falseotherwise
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intersectCircleCircle
public static boolean intersectCircleCircle(float aX, float aY, float radiusSquaredA, float bX, float bY, float radiusSquaredB, Vector3f intersectionCenterAndHL) Test whether the one circle with center(aX, aY)and square radiusradiusSquaredAintersects the other circle with center(bX, bY)and square radiusradiusSquaredB, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.This method returns
falsewhen one circle contains the other circle.Reference: http://gamedev.stackexchange.com
- Parameters:
aX- the x coordinate of the first circle's centeraY- the y coordinate of the first circle's centerradiusSquaredA- the square of the first circle's radiusbX- the x coordinate of the second circle's centerbY- the y coordinate of the second circle's centerradiusSquaredB- the square of the second circle's radiusintersectionCenterAndHL- will hold the center of the circle of intersection in the(x, y, z)components and the radius in the w component- Returns:
trueiff both circles intersect;falseotherwise
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intersectCircleCircle
public static boolean intersectCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB, Vector3f intersectionCenterAndHL) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB, and store the center of the line segment of intersection in the(x, y)components of the supplied vector and the half-length of that line segment in the z component.This method returns
falsewhen one circle contains the other circle.Reference: http://gamedev.stackexchange.com
- Parameters:
centerA- the first circle's centerradiusSquaredA- the square of the first circle's radiuscenterB- the second circle's centerradiusSquaredB- the square of the second circle's radiusintersectionCenterAndHL- will hold the center of the line segment of intersection in the(x, y)components and the half-length in the z component- Returns:
trueiff both circles intersect;falseotherwise
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testCircleCircle
public static boolean testCircleCircle(float aX, float aY, float rA, float bX, float bY, float rB) Test whether the one circle with center(aX, aY)and radiusrAintersects the other circle with center(bX, bY)and radiusrB.This method returns
truewhen one circle contains the other circle.Reference: http://math.stackexchange.com/
- Parameters:
aX- the x coordinate of the first circle's centeraY- the y coordinate of the first circle's centerrA- the square of the first circle's radiusbX- the x coordinate of the second circle's centerbY- the y coordinate of the second circle's centerrB- the square of the second circle's radius- Returns:
trueiff both circles intersect;falseotherwise
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testCircleCircle
public static boolean testCircleCircle(Vector2fc centerA, float radiusSquaredA, Vector2fc centerB, float radiusSquaredB) Test whether the one circle with centercenterAand square radiusradiusSquaredAintersects the other circle with centercenterBand square radiusradiusSquaredB.This method returns
truewhen one circle contains the other circle.Reference: http://gamedev.stackexchange.com
- Parameters:
centerA- the first circle's centerradiusSquaredA- the square of the first circle's radiuscenterB- the second circle's centerradiusSquaredB- the square of the second circle's radius- Returns:
trueiff both circles intersect;falseotherwise
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distancePointLine
public static float distancePointLine(float pointX, float pointY, float a, float b, float c) Determine the signed distance of the given point(pointX, pointY)to the line specified via its general plane equation a*x + b*y + c = 0.Reference: http://mathworld.wolfram.com
- Parameters:
pointX- the x coordinate of the pointpointY- the y coordinate of the pointa- the x factor in the plane equationb- the y factor in the plane equationc- the constant in the plane equation- Returns:
- the distance between the point and the line
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distancePointLine
public static float distancePointLine(float pointX, float pointY, float x0, float y0, float x1, float y1) Determine the signed distance of the given point(pointX, pointY)to the line defined by the two points(x0, y0)and(x1, y1).Reference: http://mathworld.wolfram.com
- Parameters:
pointX- the x coordinate of the pointpointY- the y coordinate of the pointx0- the x coordinate of the first point on the liney0- the y coordinate of the first point on the linex1- the x coordinate of the second point on the liney1- the y coordinate of the second point on the line- Returns:
- the distance between the point and the line
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distancePointLine
public static float distancePointLine(float pX, float pY, float pZ, float x0, float y0, float z0, float x1, float y1, float z1) Compute the distance of the given point(pX, pY, pZ)to the line defined by the two points(x0, y0, z0)and(x1, y1, z1).Reference: http://mathworld.wolfram.com
- Parameters:
pX- the x coordinate of the pointpY- the y coordinate of the pointpZ- the z coordinate of the pointx0- the x coordinate of the first point on the liney0- the y coordinate of the first point on the linez0- the z coordinate of the first point on the linex1- the x coordinate of the second point on the liney1- the y coordinate of the second point on the linez1- the z coordinate of the second point on the line- Returns:
- the distance between the point and the line
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intersectRayLine
public static float intersectRayLine(float originX, float originY, float dirX, float dirY, float pointX, float pointY, float normalX, float normalY, float epsilon) Test whether the ray with given origin(originX, originY)and direction(dirX, dirY)intersects the line containing the given point(pointX, pointY)and having the normal(normalX, normalY), and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.This method returns
-1.0if the ray does not intersect the line, because it is either parallel to the line or its direction points away from the line or the ray's origin is on the negative side of the line (i.e. the line's normal points away from the ray's origin).- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directionpointX- the x coordinate of a point on the linepointY- the y coordinate of a point on the linenormalX- the x coordinate of the line's normalnormalY- the y coordinate of the line's normalepsilon- some small epsilon for when the ray is parallel to the line- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the line;
-1.0otherwise
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intersectRayLine
public static float intersectRayLine(Vector2fc origin, Vector2fc dir, Vector2fc point, Vector2fc normal, float epsilon) Test whether the ray with givenoriginand directiondirintersects the line containing the givenpointand having the givennormal, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.This method returns
-1.0if the ray does not intersect the line, because it is either parallel to the line or its direction points away from the line or the ray's origin is on the negative side of the line (i.e. the line's normal points away from the ray's origin).- Parameters:
origin- the ray's origindir- the ray's directionpoint- a point on the linenormal- the line's normalepsilon- some small epsilon for when the ray is parallel to the line- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the line;
-1.0otherwise
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intersectRayLineSegment
public static float intersectRayLineSegment(float originX, float originY, float dirX, float dirY, float aX, float aY, float bX, float bY) Determine whether the ray with given origin(originX, originY)and direction(dirX, dirY)intersects the undirected line segment given by the two end points(aX, bY)and(bX, bY), and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if any.This method returns
-1.0if the ray does not intersect the line segment.- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directionaX- the x coordinate of the line segment's first end pointaY- the y coordinate of the line segment's first end pointbX- the x coordinate of the line segment's second end pointbY- the y coordinate of the line segment's second end point- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the line segment;
-1.0otherwise - See Also:
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intersectRayLineSegment
public static float intersectRayLineSegment(Vector2fc origin, Vector2fc dir, Vector2fc a, Vector2fc b) Determine whether the ray with givenoriginand directiondirintersects the undirected line segment given by the two end pointsaandb, and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if any.This method returns
-1.0if the ray does not intersect the line segment.- Parameters:
origin- the ray's origindir- the ray's directiona- the line segment's first end pointb- the line segment's second end point- Returns:
- the value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point, if the ray
intersects the line segment;
-1.0otherwise - See Also:
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testAarCircle
public static boolean testAarCircle(float minX, float minY, float maxX, float maxY, float centerX, float centerY, float radiusSquared) Test whether the axis-aligned rectangle with minimum corner(minX, minY)and maximum corner(maxX, maxY)intersects the circle with the given center(centerX, centerY)and square radiusradiusSquared.Reference: http://stackoverflow.com
- Parameters:
minX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectanglecenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradiusSquared- the square of the circle's radius- Returns:
trueiff the axis-aligned rectangle intersects the circle;falseotherwise
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testAarCircle
public static boolean testAarCircle(Vector2fc min, Vector2fc max, Vector2fc center, float radiusSquared) Test whether the axis-aligned rectangle with minimum cornerminand maximum cornermaxintersects the circle with the givencenterand square radiusradiusSquared.Reference: http://stackoverflow.com
- Parameters:
min- the minimum corner of the axis-aligned rectanglemax- the maximum corner of the axis-aligned rectanglecenter- the circle's centerradiusSquared- the squared of the circle's radius- Returns:
trueiff the axis-aligned rectangle intersects the circle;falseotherwise
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findClosestPointOnTriangle
public static int findClosestPointOnTriangle(float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y, float pX, float pY, Vector2f result) Determine the closest point on the triangle with the given vertices(v0X, v0Y),(v1X, v1Y),(v2X, v2Y)between that triangle and the given point(pX, pY)and store that point into the givenresult.Additionally, this method returns whether the closest point is a vertex (
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2) of the triangle, lies on an edge (POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20) or on thefaceof the triangle.Reference: Book "Real-Time Collision Detection" chapter 5.1.5 "Closest Point on Triangle to Point"
- Parameters:
v0X- the x coordinate of the first vertex of the trianglev0Y- the y coordinate of the first vertex of the trianglev1X- the x coordinate of the second vertex of the trianglev1Y- the y coordinate of the second vertex of the trianglev2X- the x coordinate of the third vertex of the trianglev2Y- the y coordinate of the third vertex of the trianglepX- the x coordinate of the pointpY- the y coordinate of the pointresult- will hold the closest point- Returns:
- one of
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2,POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20orPOINT_ON_TRIANGLE_FACE
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findClosestPointOnTriangle
public static int findClosestPointOnTriangle(Vector2fc v0, Vector2fc v1, Vector2fc v2, Vector2fc p, Vector2f result) Determine the closest point on the triangle with the verticesv0,v1,v2between that triangle and the given pointpand store that point into the givenresult.Additionally, this method returns whether the closest point is a vertex (
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2) of the triangle, lies on an edge (POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20) or on thefaceof the triangle.Reference: Book "Real-Time Collision Detection" chapter 5.1.5 "Closest Point on Triangle to Point"
- Parameters:
v0- the first vertex of the trianglev1- the second vertex of the trianglev2- the third vertex of the trianglep- the pointresult- will hold the closest point- Returns:
- one of
POINT_ON_TRIANGLE_VERTEX_0,POINT_ON_TRIANGLE_VERTEX_1,POINT_ON_TRIANGLE_VERTEX_2,POINT_ON_TRIANGLE_EDGE_01,POINT_ON_TRIANGLE_EDGE_12,POINT_ON_TRIANGLE_EDGE_20orPOINT_ON_TRIANGLE_FACE
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intersectRayCircle
public static boolean intersectRayCircle(float originX, float originY, float dirX, float dirY, float centerX, float centerY, float radiusSquared, Vector2f result) Test whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the given circle with center(centerX, centerY)and square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.This method returns
truefor a ray whose origin lies inside the circle.Reference: http://www.scratchapixel.com/
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directioncenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradiusSquared- the circle radius squaredresult- a vector that will contain the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near, far) of intersections with the circle- Returns:
trueif the ray intersects the circle;falseotherwise
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intersectRayCircle
public static boolean intersectRayCircle(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared, Vector2f result) Test whether the ray with the givenoriginand directiondirintersects the circle with the givencenterand square radiusradiusSquared, and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near and far) of intersections into the givenresultvector.This method returns
truefor a ray whose origin lies inside the circle.Reference: http://www.scratchapixel.com/
- Parameters:
origin- the ray's origindir- the ray's directioncenter- the circle's centerradiusSquared- the circle radius squaredresult- a vector that will contain the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near, far) of intersections with the circle- Returns:
trueif the ray intersects the circle;falseotherwise
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testRayCircle
public static boolean testRayCircle(float originX, float originY, float dirX, float dirY, float centerX, float centerY, float radiusSquared) Test whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the given circle with center(centerX, centerY)and square radiusradiusSquared.This method returns
truefor a ray whose origin lies inside the circle.Reference: http://www.scratchapixel.com/
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directioncenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradiusSquared- the circle radius squared- Returns:
trueif the ray intersects the circle;falseotherwise
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testRayCircle
public static boolean testRayCircle(Vector2fc origin, Vector2fc dir, Vector2fc center, float radiusSquared) Test whether the ray with the givenoriginand directiondirintersects the circle with the givencenterand square radius.This method returns
truefor a ray whose origin lies inside the circle.Reference: http://www.scratchapixel.com/
- Parameters:
origin- the ray's origindir- the ray's directioncenter- the circle's centerradiusSquared- the circle radius squared- Returns:
trueif the ray intersects the circle;falseotherwise
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intersectRayAar
public static int intersectRayAar(float originX, float originY, float dirX, float dirY, float minX, float minY, float maxX, float maxY, Vector2f result) Determine whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the axis-aligned rectangle given as its minimum corner(minX, minY)and maximum corner(maxX, maxY), and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection as well as the side of the axis-aligned rectangle the ray intersects.This method also detects an intersection for a ray whose origin lies inside the axis-aligned rectangle.
Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directionminX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectangleresult- a vector which will hold the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection- Returns:
- the side on which the near intersection occurred as one of
AAR_SIDE_MINX,AAR_SIDE_MINY,AAR_SIDE_MAXXorAAR_SIDE_MAXY; or-1if the ray does not intersect the axis-aligned rectangle; - See Also:
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intersectRayAar
public static int intersectRayAar(Vector2fc origin, Vector2fc dir, Vector2fc min, Vector2fc max, Vector2f result) Determine whether the given ray with the givenoriginand directiondirintersects the axis-aligned rectangle given as its minimum cornerminand maximum cornermax, and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection as well as the side of the axis-aligned rectangle the ray intersects.This method also detects an intersection for a ray whose origin lies inside the axis-aligned rectangle.
Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
origin- the ray's origindir- the ray's directionmin- the minimum corner of the axis-aligned rectanglemax- the maximum corner of the axis-aligned rectangleresult- a vector which will hold the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection- Returns:
- the side on which the near intersection occurred as one of
AAR_SIDE_MINX,AAR_SIDE_MINY,AAR_SIDE_MAXXorAAR_SIDE_MAXY; or-1if the ray does not intersect the axis-aligned rectangle; - See Also:
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intersectLineSegmentAar
public static int intersectLineSegmentAar(float p0X, float p0Y, float p1X, float p1Y, float minX, float minY, float maxX, float maxY, Vector2f result) Determine whether the undirected line segment with the end points(p0X, p0Y)and(p1X, p1Y)intersects the axis-aligned rectangle given as its minimum corner(minX, minY)and maximum corner(maxX, maxY), and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection intoresult.This method also detects an intersection of a line segment whose either end point lies inside the axis-aligned rectangle.
Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
p0X- the x coordinate of the line segment's first end pointp0Y- the y coordinate of the line segment's first end pointp1X- the x coordinate of the line segment's second end pointp1Y- the y coordinate of the line segment's second end pointminX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectangleresult- a vector which will hold the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection- Returns:
INSIDEif the line segment lies completely inside of the axis-aligned rectangle; orOUTSIDEif the line segment lies completely outside of the axis-aligned rectangle; orONE_INTERSECTIONif one of the end points of the line segment lies inside of the axis-aligned rectangle; orTWO_INTERSECTIONif the line segment intersects two edges of the axis-aligned rectangle or lies on one edge of the rectangle- See Also:
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intersectLineSegmentAar
public static int intersectLineSegmentAar(Vector2fc p0, Vector2fc p1, Vector2fc min, Vector2fc max, Vector2f result) Determine whether the undirected line segment with the end pointsp0andp1intersects the axis-aligned rectangle given as its minimum cornerminand maximum cornermax, and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection intoresult.This method also detects an intersection of a line segment whose either end point lies inside the axis-aligned rectangle.
Reference: An Efficient and Robust Ray–Box Intersection #see
intersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f)- Parameters:
p0- the line segment's first end pointp1- the line segment's second end pointmin- the minimum corner of the axis-aligned rectanglemax- the maximum corner of the axis-aligned rectangleresult- a vector which will hold the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection- Returns:
INSIDEif the line segment lies completely inside of the axis-aligned rectangle; orOUTSIDEif the line segment lies completely outside of the axis-aligned rectangle; orONE_INTERSECTIONif one of the end points of the line segment lies inside of the axis-aligned rectangle; orTWO_INTERSECTIONif the line segment intersects two edges of the axis-aligned rectangle
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testRayAar
public static boolean testRayAar(float originX, float originY, float dirX, float dirY, float minX, float minY, float maxX, float maxY) Test whether the given ray with the origin(originX, originY)and direction(dirX, dirY)intersects the given axis-aligned rectangle given as its minimum corner(minX, minY)and maximum corner(maxX, maxY).This method returns
truefor a ray whose origin lies inside the axis-aligned rectangle.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
originX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directionminX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectangle- Returns:
trueif the given ray intersects the axis-aligned rectangle;falseotherwise- See Also:
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testRayAar
Test whether the ray with the givenoriginand directiondirintersects the given axis-aligned rectangle specified as its minimum cornerminand maximum cornermax.This method returns
truefor a ray whose origin lies inside the axis-aligned rectangle.Reference: An Efficient and Robust Ray–Box Intersection
- Parameters:
origin- the ray's origindir- the ray's directionmin- the minimum corner of the axis-aligned rectanglemax- the maximum corner of the axis-aligned rectangle- Returns:
trueif the given ray intersects the axis-aligned rectangle;falseotherwise- See Also:
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testPointTriangle
public static boolean testPointTriangle(float pX, float pY, float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y) Test whether the given point(pX, pY)lies inside the triangle with the vertices(v0X, v0Y),(v1X, v1Y),(v2X, v2Y).- Parameters:
pX- the x coordinate of the pointpY- the y coordinate of the pointv0X- the x coordinate of the first vertex of the trianglev0Y- the y coordinate of the first vertex of the trianglev1X- the x coordinate of the second vertex of the trianglev1Y- the y coordinate of the second vertex of the trianglev2X- the x coordinate of the third vertex of the trianglev2Y- the y coordinate of the third vertex of the triangle- Returns:
trueiff the point lies inside the triangle;falseotherwise
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testPointTriangle
Test whether the givenpointlies inside the triangle with the verticesv0,v1,v2.- Parameters:
v0- the first vertex of the trianglev1- the second vertex of the trianglev2- the third vertex of the trianglepoint- the point- Returns:
trueiff the point lies inside the triangle;falseotherwise
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testPointAar
public static boolean testPointAar(float pX, float pY, float minX, float minY, float maxX, float maxY) Test whether the given point(pX, pY)lies inside the axis-aligned rectangle with the minimum corner(minX, minY)and maximum corner(maxX, maxY).- Parameters:
pX- the x coordinate of the pointpY- the y coordinate of the pointminX- the x coordinate of the minimum corner of the axis-aligned rectangleminY- the y coordinate of the minimum corner of the axis-aligned rectanglemaxX- the x coordinate of the maximum corner of the axis-aligned rectanglemaxY- the y coordinate of the maximum corner of the axis-aligned rectangle- Returns:
trueiff the point lies inside the axis-aligned rectangle;falseotherwise
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testPointCircle
public static boolean testPointCircle(float pX, float pY, float centerX, float centerY, float radiusSquared) Test whether the point(pX, pY)lies inside the circle with center(centerX, centerY)and square radiusradiusSquared.- Parameters:
pX- the x coordinate of the pointpY- the y coordinate of the pointcenterX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradiusSquared- the square radius of the circle- Returns:
trueiff the point lies inside the circle;falseotherwise
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testCircleTriangle
public static boolean testCircleTriangle(float centerX, float centerY, float radiusSquared, float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y) Test whether the circle with center(centerX, centerY)and square radiusradiusSquaredintersects the triangle with counter-clockwise vertices(v0X, v0Y),(v1X, v1Y),(v2X, v2Y).The vertices of the triangle must be specified in counter-clockwise order.
Reference: http://www.phatcode.net/
- Parameters:
centerX- the x coordinate of the circle's centercenterY- the y coordinate of the circle's centerradiusSquared- the square radius of the circlev0X- the x coordinate of the first vertex of the trianglev0Y- the y coordinate of the first vertex of the trianglev1X- the x coordinate of the second vertex of the trianglev1Y- the y coordinate of the second vertex of the trianglev2X- the x coordinate of the third vertex of the trianglev2Y- the y coordinate of the third vertex of the triangle- Returns:
trueiff the circle intersects the triangle;falseotherwise
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testCircleTriangle
public static boolean testCircleTriangle(Vector2fc center, float radiusSquared, Vector2fc v0, Vector2fc v1, Vector2fc v2) Test whether the circle with givencenterand square radiusradiusSquaredintersects the triangle with counter-clockwise verticesv0,v1,v2.The vertices of the triangle must be specified in counter-clockwise order.
Reference: http://www.phatcode.net/
- Parameters:
center- the circle's centerradiusSquared- the square radius of the circlev0- the first vertex of the trianglev1- the second vertex of the trianglev2- the third vertex of the triangle- Returns:
trueiff the circle intersects the triangle;falseotherwise
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intersectPolygonRay
public static int intersectPolygonRay(float[] verticesXY, float originX, float originY, float dirX, float dirY, Vector2f p) Determine whether the polygon specified by the given sequence of(x, y)coordinate pairs intersects with the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ), and store the point of intersection into the given vectorp.If the polygon intersects the ray, this method returns the index of the polygon edge intersecting the ray, that is, the index of the first vertex of the directed line segment. The second vertex is always that index + 1, modulus the number of polygon vertices.
- Parameters:
verticesXY- the sequence of(x, y)coordinate pairs of all vertices of the polygonoriginX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directionp- will hold the point of intersection- Returns:
- the index of the first vertex of the polygon edge that intersects the ray; or
-1if the ray does not intersect the polygon
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intersectPolygonRay
public static int intersectPolygonRay(Vector2fc[] vertices, float originX, float originY, float dirX, float dirY, Vector2f p) Determine whether the polygon specified by the given sequence ofverticesintersects with the ray with given origin(originX, originY, originZ)and direction(dirX, dirY, dirZ), and store the point of intersection into the given vectorp.If the polygon intersects the ray, this method returns the index of the polygon edge intersecting the ray, that is, the index of the first vertex of the directed line segment. The second vertex is always that index + 1, modulus the number of polygon vertices.
- Parameters:
vertices- the sequence of(x, y)coordinate pairs of all vertices of the polygonoriginX- the x coordinate of the ray's originoriginY- the y coordinate of the ray's origindirX- the x coordinate of the ray's directiondirY- the y coordinate of the ray's directionp- will hold the point of intersection- Returns:
- the index of the first vertex of the polygon edge that intersects the ray; or
-1if the ray does not intersect the polygon
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intersectLineLine
public static boolean intersectLineLine(float ps1x, float ps1y, float pe1x, float pe1y, float ps2x, float ps2y, float pe2x, float pe2y, Vector2f p) Determine whether the two lines, specified via two points lying on each line, intersect each other, and store the point of intersection into the given vectorp.- Parameters:
ps1x- the x coordinate of the first point on the first lineps1y- the y coordinate of the first point on the first linepe1x- the x coordinate of the second point on the first linepe1y- the y coordinate of the second point on the first lineps2x- the x coordinate of the first point on the second lineps2y- the y coordinate of the first point on the second linepe2x- the x coordinate of the second point on the second linepe2y- the y coordinate of the second point on the second linep- will hold the point of intersection- Returns:
trueiff the two lines intersect;falseotherwise
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testPolygonPolygon
Test if the two convex polygons, given via their vertices, intersect.- Parameters:
v1s- the vertices of the first convex polygonv2s- the vertices of the second convex polygon- Returns:
trueif the convex polygons intersect;falseotherwise
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