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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.
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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