Rumba C++ SDK
ImathSphere.h
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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 
58  T radius;
59 
60  //---------------
61  // Constructors
62  //---------------
63 
64  Sphere3() : center(0,0,0), radius(0) {}
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 
102 
103 
104 //---------------
105 // Implementation
106 //---------------
107 
108 template <class T>
110 {
111  center = T(0.5) * (box.min + box.max);
112  radius = (box.max - center).length();
113 }
114 
115 
116 template <class 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 = 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 - 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) * 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) * 0.5;
148  }
149 
150  if (t < 0.0)
151  doesIntersect = false;
152  }
153 
154  return doesIntersect;
155 }
156 
157 
158 template <class T>
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
Definition: ImathBox.h:71
Definition: ImathFrame.h:42
Definition: ImathSphere.h:53
T radius
Definition: ImathSphere.h:58
Vec3< T > center
Definition: ImathSphere.h:57
Vec3< T > dir
Definition: ImathLine.h:59
Vec3< T > pos
Definition: ImathLine.h:58
Sphere3(const Vec3< T > &c, T r)
Definition: ImathSphere.h:65
Definition: ImathLine.h:54
Sphere3< float > Sphere3f
Definition: ImathSphere.h:100
Sphere3()
Definition: ImathSphere.h:64
Sphere3< double > Sphere3d
Definition: ImathSphere.h:101
Definition: ImathBox.h:67
void circumscribe(const Box< Vec3< T > > &box)
Definition: ImathSphere.h:109
static T sqrt(T x)
Definition: ImathMath.h:114
bool intersect(const Line3< T > &l, Vec3< T > &intersection) const
Definition: ImathSphere.h:159
bool intersectT(const Line3< T > &l, T &t) const
Definition: ImathSphere.h:117