//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "math/mSphere.h" #include "math/mMatrix.h" bool SphereF::intersectsRay( const Point3F &start, const Point3F &end ) const { MatrixF worldToObj( true ); worldToObj.setPosition( center ); worldToObj.inverse(); VectorF dir = end - start; dir.normalize(); Point3F tmpStart = start; worldToObj.mulP( tmpStart ); //Compute A, B and C coefficients F32 a = mDot(dir, dir); F32 b = 2 * mDot(dir, tmpStart); F32 c = mDot(tmpStart, tmpStart) - (radius * radius); //Find discriminant F32 disc = b * b - 4 * a * c; // if discriminant is negative there are no real roots, so return // false as ray misses sphere if ( disc < 0 ) return false; // compute q as described above F32 distSqrt = mSqrt( disc ); F32 q; if ( b < 0 ) q = (-b - distSqrt)/2.0; else q = (-b + distSqrt)/2.0; // compute t0 and t1 F32 t0 = q / a; F32 t1 = c / q; // make sure t0 is smaller than t1 if ( t0 > t1 ) { // if t0 is bigger than t1 swap them around F32 temp = t0; t0 = t1; t1 = temp; } // This function doesn't use it // but t would be the interpolant // value for getting the exact // intersection point, by interpolating // start to end by t. /* F32 t = 0; TORQUE_UNUSED(t); */ // if t1 is less than zero, the object is in the ray's negative direction // and consequently the ray misses the sphere if ( t1 < 0 ) return false; // if t0 is less than zero, the intersection point is at t1 if ( t0 < 0 ) // t = t1; return true; else // else the intersection point is at t0 return true; // t = t0; }