/************************************************************************* * Copyright (C) 2009-2014 Tavian Barnes * * * * This file is part of The Dimension Library. * * * * The Dimension Library is free software; you can redistribute it and/ * * or modify it under the terms of the GNU Lesser General Public License * * as published by the Free Software Foundation; either version 3 of the * * License, or (at your option) any later version. * * * * The Dimension Library is distributed in the hope that it will be * * useful, but WITHOUT ANY WARRANTY; without even the implied warranty * * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this program. If not, see * * . * *************************************************************************/ /** * @file * Spheres. */ #include "dimension-internal.h" /// Sphere intersection callback. static bool dmnsn_sphere_intersection_fn(const dmnsn_object *sphere, dmnsn_line l, dmnsn_intersection *intersection) { // Solve (x0 + nx*t)^2 + (y0 + ny*t)^2 + (z0 + nz*t)^2 == 1 double poly[3], x[2]; poly[2] = dmnsn_vector_dot(l.n, l.n); poly[1] = 2.0*dmnsn_vector_dot(l.n, l.x0); poly[0] = dmnsn_vector_dot(l.x0, l.x0) - 1.0; size_t n = dmnsn_polynomial_solve(poly, 2, x); if (n == 0) { return false; } double t = x[0]; // Optimize for the case where we're outside the sphere if (dmnsn_likely(n == 2)) { t = dmnsn_min(t, x[1]); } intersection->t = t; intersection->normal = dmnsn_line_point(l, t); return true; } /// Sphere inside callback. static bool dmnsn_sphere_inside_fn(const dmnsn_object *sphere, dmnsn_vector point) { return point.x*point.x + point.y*point.y + point.z*point.z < 1.0; } /// Helper for sphere bounding box calculation. static inline double dmnsn_implicit_dot(double row[4]) { double ret = 0.0; for (int i = 0; i < 3; ++i) { ret += row[i]*row[i]; } return ret; } /// Sphere bounding callback. static dmnsn_bounding_box dmnsn_sphere_bounding_fn(const dmnsn_object *object, dmnsn_matrix trans) { // Get a tight bound using the quadric representation of a sphere. For // details, see // http://tavianator.com/2014/06/exact-bounding-boxes-for-spheres-ellipsoids dmnsn_bounding_box box; double cx = trans.n[0][3]; double dx = sqrt(dmnsn_implicit_dot(trans.n[0])); box.min.x = cx - dx; box.max.x = cx + dx; double cy = trans.n[1][3]; double dy = sqrt(dmnsn_implicit_dot(trans.n[1])); box.min.y = cy - dy; box.max.y = cy + dy; double cz = trans.n[2][3]; double dz = sqrt(dmnsn_implicit_dot(trans.n[2])); box.min.z = cz - dz; box.max.z = cz + dz; return box; } /// Sphere vtable. static const dmnsn_object_vtable dmnsn_sphere_vtable = { .intersection_fn = dmnsn_sphere_intersection_fn, .inside_fn = dmnsn_sphere_inside_fn, .bounding_fn = dmnsn_sphere_bounding_fn, }; dmnsn_object * dmnsn_new_sphere(dmnsn_pool *pool) { dmnsn_object *sphere = dmnsn_new_object(pool); sphere->vtable = &dmnsn_sphere_vtable; return sphere; }