Details
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Bug
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Status: Closed
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Major
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Resolution: Fixed
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None
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None
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Description
I constructed a PolyhedronsSet from a list of triangular faces representing an icosphere (using the instructions found at https://mail-archives.apache.org/mod_mbox/commons-user/201208.mbox/<5039FE35.2090307@free.fr>). This seems to produce correct INSIDE/OUTSIDE results for randomly chosen points. I think my mesh triangles are defined appropriately.
However, using PolyhedronsSet.firstIntersection(Vector3D point, Line line) to shoot randomly oriented rays from the origin sometimes gives a wrong mesh intersection point "behind" the origin. The intersection algorithm is sometimes picking up faces of the sphere-shaped mesh on the wrong semi-infinite portion of the line, i.e. meshIntersectionPoint.subtract(point).dotProduct(line.getDirection())<0 where point is the Vector3D at center of the sphere and line extends outward through the mesh.
I think the dot product above should always be positive. If multiple intersections exist along a "whole" line then the first one in "front" of the line's origin should be returned. This makes ray tracing with a PolyhedronsSet possible.