Torque3D/Engine/source/math/mSphere.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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.
/*
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F32 t = 0;
TORQUE_UNUSED(t);
*/
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// 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;
}