int Sphere::IntersectLine(const vec &linePos, const vec &lineDir, const vec &sphereCenter, float sphereRadius, float &t1, float &t2) { assume2(lineDir.IsNormalized(), lineDir, lineDir.LengthSq()); assume1(sphereRadius >= 0.f, sphereRadius); /* A line is represented explicitly by the set { linePos + t * lineDir }, where t is an arbitrary float. A sphere is represented implictly by the set of vectors that satisfy ||v - sphereCenter|| == sphereRadius. To solve which points on the line are also points on the sphere, substitute v <- linePos + t * lineDir to obtain: || linePos + t * lineDir - sphereCenter || == sphereRadius, and squaring both sides we get || linePos + t * lineDir - sphereCenter ||^2 == sphereRadius^2, or rearranging: || (linePos - sphereCenter) + t * lineDir ||^2 == sphereRadius^2. */ // This equation represents the set of points which lie both on the line and the sphere. There is only one // unknown variable, t, for which we solve to get the actual points of intersection. // Compute variables from the above equation: const vec a = linePos - sphereCenter; const float radSq = sphereRadius * sphereRadius; /* so now the equation looks like || a + t * lineDir ||^2 == radSq. Since ||x||^2 == <x,x> (i.e. the square of a vector norm equals the dot product with itself), we get <a + t * lineDir, a + t * lineDir> == radSq, and using the identity <a+b, a+b> == <a,a> + 2*<a,b> + <b,b> (which holds for dot product when a and b are reals), we have <a,a> + 2 * <a, t * lineDir> + <t * lineDir, t * lineDir> == radSq, or <a,a> - radSq + 2 * <a, lineDir> * t + <lineDir, lineDir> * t^2 == 0, or C + Bt + At^2 == 0, where C = <a,a> - radSq, B = 2 * <a, lineDir>, and A = <lineDir, lineDir> == 1, since we assumed lineDir is normalized. */ // Warning! If Dot(a,a) is large (distance between line pos and sphere center) and sphere radius very small, // catastrophic cancellation can occur here! const float C = Dot(a,a) - radSq; const float B = 2.f * Dot(a, lineDir); /* The equation A + Bt + Ct^2 == 0 is a second degree equation on t, which is easily solvable using the known formula, and we obtain t = [-B +/- Sqrt(B^2 - 4AC)] / 2A. */ float D = B*B - 4.f * C; // D = B^2 - 4AC. if (D < 0.f) // There is no solution to the square root, so the ray doesn't intersect the sphere. { // Output a degenerate enter-exit range so that batch processing code may use min of t1's and max of t2's to // compute the nearest enter and farthest exit without requiring branching on the return value of this function. t1 = FLOAT_INF; t2 = -FLOAT_INF; return 0; } if (D < 1e-4f) // The expression inside Sqrt is ~ 0. The line is tangent to the sphere, and we have one solution. { t1 = t2 = -B * 0.5f; return 1; } // The Sqrt expression is strictly positive, so we get two different solutions for t. D = Sqrt(D); t1 = (-B - D) * 0.5f; t2 = (-B + D) * 0.5f; return 2; }
bool AABB::IntersectLineAABB_CPP(const vec &linePos, const vec &lineDir, float &tNear, float &tFar) const { assume2(lineDir.IsNormalized(), lineDir, lineDir.LengthSq()); assume2(tNear <= tFar && "AABB::IntersectLineAABB: User gave a degenerate line as input for the intersection test!", tNear, tFar); // The user should have inputted values for tNear and tFar to specify the desired subrange [tNear, tFar] of the line // for this intersection test. // For a Line-AABB test, pass in // tNear = -FLOAT_INF; // tFar = FLOAT_INF; // For a Ray-AABB test, pass in // tNear = 0.f; // tFar = FLOAT_INF; // For a LineSegment-AABB test, pass in // tNear = 0.f; // tFar = LineSegment.Length(); // Test each cardinal plane (X, Y and Z) in turn. if (!EqualAbs(lineDir.x, 0.f)) { float recipDir = RecipFast(lineDir.x); float t1 = (minPoint.x - linePos.x) * recipDir; float t2 = (maxPoint.x - linePos.x) * recipDir; // tNear tracks distance to intersect (enter) the AABB. // tFar tracks the distance to exit the AABB. if (t1 < t2) tNear = Max(t1, tNear), tFar = Min(t2, tFar); else // Swap t1 and t2. tNear = Max(t2, tNear), tFar = Min(t1, tFar); if (tNear > tFar) return false; // Box is missed since we "exit" before entering it. } else if (linePos.x < minPoint.x || linePos.x > maxPoint.x) return false; // The ray can't possibly enter the box, abort. if (!EqualAbs(lineDir.y, 0.f)) { float recipDir = RecipFast(lineDir.y); float t1 = (minPoint.y - linePos.y) * recipDir; float t2 = (maxPoint.y - linePos.y) * recipDir; if (t1 < t2) tNear = Max(t1, tNear), tFar = Min(t2, tFar); else // Swap t1 and t2. tNear = Max(t2, tNear), tFar = Min(t1, tFar); if (tNear > tFar) return false; // Box is missed since we "exit" before entering it. } else if (linePos.y < minPoint.y || linePos.y > maxPoint.y) return false; // The ray can't possibly enter the box, abort. if (!EqualAbs(lineDir.z, 0.f)) // ray is parallel to plane in question { float recipDir = RecipFast(lineDir.z); float t1 = (minPoint.z - linePos.z) * recipDir; float t2 = (maxPoint.z - linePos.z) * recipDir; if (t1 < t2) tNear = Max(t1, tNear), tFar = Min(t2, tFar); else // Swap t1 and t2. tNear = Max(t2, tNear), tFar = Min(t1, tFar); } else if (linePos.z < minPoint.z || linePos.z > maxPoint.z) return false; // The ray can't possibly enter the box, abort. return tNear <= tFar; }