// From Graphics Gems - intersection of sphere with ray void Foam::searchableSphere::findLineAll ( const point& start, const point& end, pointIndexHit& near, pointIndexHit& far ) const { near.setMiss(); far.setMiss(); vector dir(end-start); scalar magSqrDir = magSqr(dir); if (magSqrDir > ROOTVSMALL) { const vector toCentre(centre_-start); scalar magSqrToCentre = magSqr(toCentre); dir /= Foam::sqrt(magSqrDir); scalar v = (toCentre & dir); scalar disc = sqr(radius_) - (magSqrToCentre - sqr(v)); if (disc >= 0) { scalar d = Foam::sqrt(disc); scalar nearParam = v-d; if (nearParam >= 0 && sqr(nearParam) <= magSqrDir) { near.setHit(); near.setPoint(start + nearParam*dir); near.setIndex(0); } scalar farParam = v+d; if (farParam >= 0 && sqr(farParam) <= magSqrDir) { far.setHit(); far.setPoint(start + farParam*dir); far.setIndex(0); } } } }
void Foam::planeSearchableSurface::findLineAll ( const point& start, const point& end, pointIndexHit& hit ) const { hit.setMiss(); vector dir=end-start; scalar f=plane_.normalIntersect(start,dir); if(0<=f && f<=1) { hit.rawPoint()=start+f*dir; hit.setHit(); hit.setIndex(0); } }
// From http://www.gamedev.net/community/forums/topic.asp?topic_id=467789 - // intersection of cylinder with ray void Foam::searchableCylinder::findLineAll ( const point& start, const point& end, pointIndexHit& near, pointIndexHit& far ) const { near.setMiss(); far.setMiss(); vector point1Start(start-point1_); vector point2Start(start-point2_); vector point1End(end-point1_); // Quick rejection of complete vector outside endcaps scalar s1 = point1Start&unitDir_; scalar s2 = point1End&unitDir_; if ((s1 < 0 && s2 < 0) || (s1 > magDir_ && s2 > magDir_)) { return; } // Line as P = start+t*V where V is unit vector and t=[0..mag(end-start)] vector V(end-start); scalar magV = mag(V); if (magV < ROOTVSMALL) { return; } V /= magV; // We now get the nearest intersections to start. This can either be // the intersection with the end plane or with the cylinder side. // Get the two points (expressed in t) on the end planes. This is to // clip any cylinder intersection against. scalar tPoint1; scalar tPoint2; // Maintain the two intersections with the endcaps scalar tNear = VGREAT; scalar tFar = VGREAT; { scalar s = (V&unitDir_); if (mag(s) > VSMALL) { tPoint1 = -s1/s; tPoint2 = -(point2Start&unitDir_)/s; if (tPoint2 < tPoint1) { Swap(tPoint1, tPoint2); } if (tPoint1 > magV || tPoint2 < 0) { return; } // See if the points on the endcaps are actually inside the cylinder if (tPoint1 >= 0 && tPoint1 <= magV) { if (radius2(start+tPoint1*V) <= sqr(radius_)) { tNear = tPoint1; } } if (tPoint2 >= 0 && tPoint2 <= magV) { if (radius2(start+tPoint2*V) <= sqr(radius_)) { // Check if already have a near hit from point1 if (tNear <= 1) { tFar = tPoint2; } else { tNear = tPoint2; } } } } else { // Vector perpendicular to cylinder. Check for outside already done // above so just set tpoint to allow all. tPoint1 = -VGREAT; tPoint2 = VGREAT; } } const vector x = point1Start ^ unitDir_; const vector y = V ^ unitDir_; const scalar d = sqr(radius_); // Second order equation of the form a*t^2 + b*t + c const scalar a = (y&y); const scalar b = 2*(x&y); const scalar c = (x&x)-d; const scalar disc = b*b-4*a*c; scalar t1 = -VGREAT; scalar t2 = VGREAT; if (disc < 0) { // Fully outside return; } else if (disc < ROOTVSMALL) { // Single solution if (mag(a) > ROOTVSMALL) { t1 = -b/(2*a); //Pout<< "single solution t:" << t1 // << " for start:" << start << " end:" << end // << " c:" << c << endl; if (t1 >= 0 && t1 <= magV && t1 >= tPoint1 && t1 <= tPoint2) { // valid. Insert sorted. if (t1 < tNear) { tFar = tNear; tNear = t1; } else if (t1 < tFar) { tFar = t1; } } else { return; } } else { // Aligned with axis. Check if outside radius //Pout<< "small discriminant:" << disc // << " for start:" << start << " end:" << end // << " magV:" << magV // << " c:" << c << endl; if (c > 0) { return; } } } else { if (mag(a) > ROOTVSMALL) { scalar sqrtDisc = sqrt(disc); t1 = (-b - sqrtDisc)/(2*a); t2 = (-b + sqrtDisc)/(2*a); if (t2 < t1) { Swap(t1, t2); } if (t1 >= 0 && t1 <= magV && t1 >= tPoint1 && t1 <= tPoint2) { // valid. Insert sorted. if (t1 < tNear) { tFar = tNear; tNear = t1; } else if (t1 < tFar) { tFar = t1; } } if (t2 >= 0 && t2 <= magV && t2 >= tPoint1 && t2 <= tPoint2) { // valid. Insert sorted. if (t2 < tNear) { tFar = tNear; tNear = t2; } else if (t2 < tFar) { tFar = t2; } } //Pout<< "two solutions t1:" << t1 << " t2:" << t2 // << " for start:" << start << " end:" << end // << " magV:" << magV // << " c:" << c << endl; } else { // Aligned with axis. Check if outside radius //Pout<< "large discriminant:" << disc // << " small a:" << a // << " for start:" << start << " end:" << end // << " magV:" << magV // << " c:" << c << endl; if (c > 0) { return; } } } // Check tNear, tFar if (tNear >= 0 && tNear <= magV) { near.setPoint(start+tNear*V); near.setHit(); near.setIndex(0); if (tFar <= magV) { far.setPoint(start+tFar*V); far.setHit(); far.setIndex(0); } } else if (tFar >= 0 && tFar <= magV) { near.setPoint(start+tFar*V); near.setHit(); near.setIndex(0); } }