[855] | 1 | /////////////////////////////////////////////////////////////////////////// |
---|
| 2 | // |
---|
| 3 | // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas |
---|
| 4 | // Digital Ltd. LLC |
---|
| 5 | // |
---|
| 6 | // All rights reserved. |
---|
| 7 | // |
---|
| 8 | // Redistribution and use in source and binary forms, with or without |
---|
| 9 | // modification, are permitted provided that the following conditions are |
---|
| 10 | // met: |
---|
| 11 | // * Redistributions of source code must retain the above copyright |
---|
| 12 | // notice, this list of conditions and the following disclaimer. |
---|
| 13 | // * Redistributions in binary form must reproduce the above |
---|
| 14 | // copyright notice, this list of conditions and the following disclaimer |
---|
| 15 | // in the documentation and/or other materials provided with the |
---|
| 16 | // distribution. |
---|
| 17 | // * Neither the name of Industrial Light & Magic nor the names of |
---|
| 18 | // its contributors may be used to endorse or promote products derived |
---|
| 19 | // from this software without specific prior written permission. |
---|
| 20 | // |
---|
| 21 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
---|
| 22 | // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
---|
| 23 | // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
---|
| 24 | // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
---|
| 25 | // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
---|
| 26 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
---|
| 27 | // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
---|
| 28 | // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
---|
| 29 | // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
---|
| 30 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
---|
| 31 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
---|
| 32 | // |
---|
| 33 | /////////////////////////////////////////////////////////////////////////// |
---|
| 34 | |
---|
| 35 | |
---|
| 36 | |
---|
| 37 | #ifndef INCLUDED_IMATHSPHERE_H |
---|
| 38 | #define INCLUDED_IMATHSPHERE_H |
---|
| 39 | |
---|
| 40 | //------------------------------------- |
---|
| 41 | // |
---|
| 42 | // A 3D sphere class template |
---|
| 43 | // |
---|
| 44 | //------------------------------------- |
---|
| 45 | |
---|
| 46 | #include <ImathVec.h> |
---|
| 47 | #include <ImathBox.h> |
---|
| 48 | #include <ImathLine.h> |
---|
| 49 | |
---|
| 50 | namespace Imath { |
---|
| 51 | |
---|
| 52 | template <class T> |
---|
| 53 | class Sphere3 |
---|
| 54 | { |
---|
| 55 | public: |
---|
| 56 | |
---|
| 57 | Vec3<T> center; |
---|
| 58 | T radius; |
---|
| 59 | |
---|
| 60 | //--------------- |
---|
| 61 | // Constructors |
---|
| 62 | //--------------- |
---|
| 63 | |
---|
| 64 | Sphere3() : center(0,0,0), radius(0) {} |
---|
| 65 | Sphere3(const Vec3<T> &c, T r) : center(c), radius(r) {} |
---|
| 66 | |
---|
| 67 | //------------------------------------------------------------------- |
---|
| 68 | // Utilities: |
---|
| 69 | // |
---|
| 70 | // s.circumscribe(b) sets center and radius of sphere s |
---|
| 71 | // so that the s tightly encloses box b. |
---|
| 72 | // |
---|
| 73 | // s.intersectT (l, t) If sphere s and line l intersect, then |
---|
| 74 | // intersectT() computes the smallest t, |
---|
| 75 | // t >= 0, so that l(t) is a point on the |
---|
| 76 | // sphere. intersectT() then returns true. |
---|
| 77 | // |
---|
| 78 | // If s and l do not intersect, intersectT() |
---|
| 79 | // returns false. |
---|
| 80 | // |
---|
| 81 | // s.intersect (l, i) If sphere s and line l intersect, then |
---|
| 82 | // intersect() calls s.intersectT(l,t) and |
---|
| 83 | // computes i = l(t). |
---|
| 84 | // |
---|
| 85 | // If s and l do not intersect, intersect() |
---|
| 86 | // returns false. |
---|
| 87 | // |
---|
| 88 | //------------------------------------------------------------------- |
---|
| 89 | |
---|
| 90 | void circumscribe(const Box<Vec3<T> > &box); |
---|
| 91 | bool intersect(const Line3<T> &l, Vec3<T> &intersection) const; |
---|
| 92 | bool intersectT(const Line3<T> &l, T &t) const; |
---|
| 93 | }; |
---|
| 94 | |
---|
| 95 | |
---|
| 96 | //-------------------- |
---|
| 97 | // Convenient typedefs |
---|
| 98 | //-------------------- |
---|
| 99 | |
---|
| 100 | typedef Sphere3<float> Sphere3f; |
---|
| 101 | typedef Sphere3<double> Sphere3d; |
---|
| 102 | |
---|
| 103 | |
---|
| 104 | //--------------- |
---|
| 105 | // Implementation |
---|
| 106 | //--------------- |
---|
| 107 | |
---|
| 108 | template <class T> |
---|
| 109 | void Sphere3<T>::circumscribe(const Box<Vec3<T> > &box) |
---|
| 110 | { |
---|
| 111 | center = T(0.5) * (box.min + box.max); |
---|
| 112 | radius = (box.max - center).length(); |
---|
| 113 | } |
---|
| 114 | |
---|
| 115 | |
---|
| 116 | template <class T> |
---|
| 117 | bool Sphere3<T>::intersectT(const Line3<T> &line, T &t) const |
---|
| 118 | { |
---|
| 119 | bool doesIntersect = true; |
---|
| 120 | |
---|
| 121 | Vec3<T> v = line.pos - center; |
---|
| 122 | T B = 2.0 * (line.dir ^ v); |
---|
| 123 | T C = (v ^ v) - (radius * radius); |
---|
| 124 | |
---|
| 125 | // compute discriminant |
---|
| 126 | // if negative, there is no intersection |
---|
| 127 | |
---|
| 128 | T discr = B*B - 4.0*C; |
---|
| 129 | |
---|
| 130 | if (discr < 0.0) |
---|
| 131 | { |
---|
| 132 | // line and Sphere3 do not intersect |
---|
| 133 | |
---|
| 134 | doesIntersect = false; |
---|
| 135 | } |
---|
| 136 | else |
---|
| 137 | { |
---|
| 138 | // t0: (-B - sqrt(B^2 - 4AC)) / 2A (A = 1) |
---|
| 139 | |
---|
| 140 | T sqroot = Math<T>::sqrt(discr); |
---|
| 141 | t = (-B - sqroot) * 0.5; |
---|
| 142 | |
---|
| 143 | if (t < 0.0) |
---|
| 144 | { |
---|
| 145 | // no intersection, try t1: (-B + sqrt(B^2 - 4AC)) / 2A (A = 1) |
---|
| 146 | |
---|
| 147 | t = (-B + sqroot) * 0.5; |
---|
| 148 | } |
---|
| 149 | |
---|
| 150 | if (t < 0.0) |
---|
| 151 | doesIntersect = false; |
---|
| 152 | } |
---|
| 153 | |
---|
| 154 | return doesIntersect; |
---|
| 155 | } |
---|
| 156 | |
---|
| 157 | |
---|
| 158 | template <class T> |
---|
| 159 | bool Sphere3<T>::intersect(const Line3<T> &line, Vec3<T> &intersection) const |
---|
| 160 | { |
---|
| 161 | T t; |
---|
| 162 | |
---|
| 163 | if (intersectT (line, t)) |
---|
| 164 | { |
---|
| 165 | intersection = line(t); |
---|
| 166 | return true; |
---|
| 167 | } |
---|
| 168 | else |
---|
| 169 | { |
---|
| 170 | return false; |
---|
| 171 | } |
---|
| 172 | } |
---|
| 173 | |
---|
| 174 | |
---|
| 175 | } //namespace Imath |
---|
| 176 | |
---|
| 177 | #endif |
---|