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177 lines
4.6 KiB
177 lines
4.6 KiB
/////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas |
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// Digital Ltd. LLC |
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// |
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// All rights reserved. |
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// |
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// Redistribution and use in source and binary forms, with or without |
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// modification, are permitted provided that the following conditions are |
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// met: |
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// * Redistributions of source code must retain the above copyright |
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// notice, this list of conditions and the following disclaimer. |
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// * Redistributions in binary form must reproduce the above |
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// copyright notice, this list of conditions and the following disclaimer |
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// in the documentation and/or other materials provided with the |
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// distribution. |
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// * Neither the name of Industrial Light & Magic nor the names of |
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// its contributors may be used to endorse or promote products derived |
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// from this software without specific prior written permission. |
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// |
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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// |
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/////////////////////////////////////////////////////////////////////////// |
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#ifndef INCLUDED_IMATHSPHERE_H |
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#define INCLUDED_IMATHSPHERE_H |
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//------------------------------------- |
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// |
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// A 3D sphere class template |
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// |
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//------------------------------------- |
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#include "ImathVec.h" |
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#include "ImathBox.h" |
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#include "ImathLine.h" |
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namespace Imath { |
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template <class T> |
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class Sphere3 |
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{ |
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public: |
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Vec3<T> center; |
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T radius; |
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//--------------- |
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// Constructors |
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//--------------- |
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Sphere3() : center(0,0,0), radius(0) {} |
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Sphere3(const Vec3<T> &c, T r) : center(c), radius(r) {} |
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//------------------------------------------------------------------- |
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// Utilities: |
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// |
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// s.circumscribe(b) sets center and radius of sphere s |
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// so that the s tightly encloses box b. |
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// |
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// s.intersectT (l, t) If sphere s and line l intersect, then |
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// intersectT() computes the smallest t, |
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// t >= 0, so that l(t) is a point on the |
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// sphere. intersectT() then returns true. |
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// |
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// If s and l do not intersect, intersectT() |
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// returns false. |
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// |
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// s.intersect (l, i) If sphere s and line l intersect, then |
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// intersect() calls s.intersectT(l,t) and |
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// computes i = l(t). |
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// |
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// If s and l do not intersect, intersect() |
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// returns false. |
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// |
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//------------------------------------------------------------------- |
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void circumscribe(const Box<Vec3<T> > &box); |
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bool intersect(const Line3<T> &l, Vec3<T> &intersection) const; |
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bool intersectT(const Line3<T> &l, T &t) const; |
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}; |
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//-------------------- |
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// Convenient typedefs |
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//-------------------- |
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typedef Sphere3<float> Sphere3f; |
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typedef Sphere3<double> Sphere3d; |
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//--------------- |
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// Implementation |
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//--------------- |
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template <class T> |
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void Sphere3<T>::circumscribe(const Box<Vec3<T> > &box) |
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{ |
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center = T(0.5) * (box.min + box.max); |
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radius = (box.max - center).length(); |
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} |
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template <class T> |
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bool Sphere3<T>::intersectT(const Line3<T> &line, T &t) const |
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{ |
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bool doesIntersect = true; |
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Vec3<T> v = line.pos - center; |
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T B = T(2.0) * (line.dir ^ v); |
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T C = (v ^ v) - (radius * radius); |
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// compute discriminant |
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// if negative, there is no intersection |
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T discr = B*B - T(4.0)*C; |
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if (discr < 0.0) |
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{ |
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// line and Sphere3 do not intersect |
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doesIntersect = false; |
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} |
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else |
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{ |
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// t0: (-B - sqrt(B^2 - 4AC)) / 2A (A = 1) |
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T sqroot = Math<T>::sqrt(discr); |
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t = (-B - sqroot) * T(0.5); |
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if (t < 0.0) |
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{ |
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// no intersection, try t1: (-B + sqrt(B^2 - 4AC)) / 2A (A = 1) |
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t = (-B + sqroot) * T(0.5); |
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} |
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if (t < 0.0) |
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doesIntersect = false; |
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} |
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return doesIntersect; |
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} |
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template <class T> |
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bool Sphere3<T>::intersect(const Line3<T> &line, Vec3<T> &intersection) const |
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{ |
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T t; |
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if (intersectT (line, t)) |
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{ |
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intersection = line(t); |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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} //namespace Imath |
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#endif
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