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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  
Sphere3()64      Sphere3() : center(0,0,0), radius(0) {}
Sphere3(const Vec3<T> & c,T r)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>
circumscribe(const Box<Vec3<T>> & box)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>
intersectT(const Line3<T> & line,T & 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 = T(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 - T(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) * T(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) * T(0.5);
148      }
149  
150      if (t < 0.0)
151          doesIntersect = false;
152      }
153  
154      return doesIntersect;
155  }
156  
157  
158  template <class T>
intersect(const Line3<T> & line,Vec3<T> & intersection)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
178