| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596 | //-----------------------------------------------------------------------------// 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;}
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