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 |
---|