Date  File  Comment by  Comment  Rating 

21 Jan 2014  geom3d Library to handle 3D geometric primitives: create, intersect, display, and make basic computations  Germano Gomes  Great library, i use it all the time, thanks.
function normals = faceNormal(nodes, faces) if isnumeric(faces)
else



04 Oct 2013  Ray casting for deformable triangular 3D meshes Ray casting or collision detection for deformable triangular 3D meshes.  Germano Gomes  Note(ray casting): the correct value of 'd' is obtained by normalizing each column of the (tofrom) 3xN matrix. I use Matlab normc for this: [hit,d,trix,bary] = t.intersect(from,normc(tofrom)); do not use: [hit,d,trix,bary] = t.intersect(from,(tofrom)./norm(tofrom)); if you have more than one vector/ray 

03 Oct 2013  Ray casting for deformable triangular 3D meshes Ray casting or collision detection for deformable triangular 3D meshes.  Germano Gomes  Very useful Matlab wrapper for fast collision detection and ray tracing. For those using Matlab win64: look at the error information and comment out (//) the machine code (the __asm keyword invokes the inline assembler). Example solution: error fix in IceFPU.h line 47: //! Fast square root for floatingpoint values.
In all cases just leave the code below #else (this is in vanilla C++) that does the same work without any incompatibility with win64. Finally, unfortunately the returned d (matrix of distances) returns wrong values that seem to be scaled or shifted by the number of rays (vectors fromto), even if this vector is normalized as suggested by Vipin.
For it to be perfect I suggest returning the correct 'd' matrix, not needing the normalization step in Matlab and returning the intersection points(Q matrix) from the Mex function. That would be nice. Thank you Vipin 

03 Oct 2013  Ray casting for deformable triangular 3D meshes Ray casting or collision detection for deformable triangular 3D meshes.  Germano Gomes  
06 Sep 2010  mex_sepsq Fast, dedicated, code to compute Euclidean separation between sets of points in Ndimensional space.  Germano Gomes  I believe that in 3D something like this is almost as fast for number of points >1000, ratio is approximately =2.


06 Sep 2010  mex_sepsq Fast, dedicated, code to compute Euclidean separation between sets of points in Ndimensional space.  Germano Gomes  