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;
- }
|