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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
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     13 // *       Redistributions in binary form must reproduce the above
     14 // copyright notice, this list of conditions and the following disclaimer
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     21 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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     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 
     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 
    100 typedef Sphere3<float> Sphere3f;
    101 typedef Sphere3<double> Sphere3d;
    102 
    103 
    104 //---------------
    105 // Implementation
    106 //---------------
    107 
    108 template <class T>
    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>
    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>
    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