/** * <code>intersectWherePlanar</code> determines if the Ray intersects a * triangle and if so it stores the point of * intersection in the given loc vector as t, u, v where t is the distance * from the origin to the point of intersection and u,v is the intersection * point in terms of the triangle plane. * * @param t the Triangle to test against. * @param loc * storage vector to save the collision point in (if the ray * collides) as t, u, v * @return true if the ray collides. */ public boolean intersectWherePlanar(Triangle t, Vector3f loc) { return intersectWherePlanar(t.get(0), t.get(1), t.get(2), loc); }
/** * <code>intersectWherePlanar</code> determines if the Ray intersects a * triangle and if so it stores the point of * intersection in the given loc vector as t, u, v where t is the distance * from the origin to the point of intersection and u,v is the intersection * point in terms of the triangle plane. * * @param t the Triangle to test against. * @param loc * storage vector to save the collision point in (if the ray * collides) as t, u, v * @return true if the ray collides. */ public boolean intersectWherePlanar(Triangle t, Vector3f loc) { return intersectWherePlanar(t.get(0), t.get(1), t.get(2), loc); }
/** * <code>intersectWherePlanar</code> determines if the Ray intersects a * triangle and if so it stores the point of * intersection in the given loc vector as t, u, v where t is the distance * from the origin to the point of intersection and u,v is the intersection * point in terms of the triangle plane. * * @param t the Triangle to test against. * @param loc * storage vector to save the collision point in (if the ray * collides) as t, u, v * @return true if the ray collides. */ public boolean intersectWherePlanar(Triangle t, Vector3f loc) { return intersectWherePlanar(t.get(0), t.get(1), t.get(2), loc); }