#ifndef SPHERE3_H #define SPHERE3_H #include "Point3.h" #include "Ray3.h" #include struct Sphere3 { Point3 center; float radius; /** empty ctor */ Sphere3() : center(), radius(0) {;} /** ctor */ Sphere3(const Point3 center, const float radius) : center(center), radius(radius) {;} /** create a sphere that fully contains the given point-set */ static Sphere3 around(const std::vector& lst) { // NOT OPTIMAL but fast Point3 sum(0,0,0); for (const Point3 p : lst) {sum += p;} const Point3 center = sum / lst.size(); float radius = 0; for (const Point3 p : lst) { const float dist = center.getDistance(p); if (dist > radius) {radius = dist;} } return Sphere3(center, radius); } static Sphere3 join(const Sphere3& a, const Sphere3& b) { if (a.contains(b)) {return a;} if (b.contains(a)) {return b;} Point3 newCen = (a.center + b.center) / 2; float newRad = (a.center.getDistance(b.center) + std::max(a.radius, b.radius) * 2) / 2; return Sphere3(newCen, newRad); } /** does this sphere contain the given sphere? */ bool contains(const Sphere3& o) const { return (o.center.getDistance(this->center) + o.radius) < this->radius; } /** does the sphere contain the given point? */ bool contains(const Point3& p) const { return center.getDistance(p) <= radius; } bool intersects(const Ray3& ray) const { if (contains(ray.start)) {return true;} /* // https://stackoverflow.com/questions/6533856/ray-sphere-intersection const float xA = ray.start.x; const float yA = ray.start.y; const float zA = ray.start.z; const float xB = (ray.start + ray.dir).x; const float yB = (ray.start + ray.dir).y; const float zB = (ray.start + ray.dir).z; const float xC = center.x; const float yC = center.y; const float zC = center.z; const float a = (xB-xA)*(xB-xA)+(yB-yA)*(yB-yA)+(zB-zA)*(zB-zA); const float b = 2*((xB-xA)*(xA-xC)+(yB-yA)*(yA-yC)+(zB-zA)*(zA-zC)); const float c = (xA-xC)*(xA-xC)+(yA-yC)*(yA-yC)+(zA-zC)*(zA-zC)-(radius*radius); const float delta = (b*b) - (4*a*c); // intersection? return delta >= 0; */ // http://www.ccs.neu.edu/home/fell/CSU540/programs/RayTracingFormulas.htm const double x0 = ray.start.x; const double y0 = ray.start.y; const double z0 = ray.start.z; const double cx = center.x; const double cy = center.y; const double cz = center.z; const double dx = ray.dir.x; const double dy = ray.dir.y; const double dz = ray.dir.z; const double a = dx*dx + dy*dy + dz*dz; const double b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz); const double c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - radius*radius; const double discriminant = (b*b) - (4*a*c); return discriminant >= 0; /* // http://www.pixelnerve.com/v/2009/02/08/ray-sphere-intersection/ const float a = ray.dir.length(); //if (a == 0.0) return 0; const float b = 2.0f * ( dot(ray.start, ray.dir) - dot(ray.dir, center)) ; const Point3 tempDiff = center - ray.start; const float c = tempDiff.length() - (radius*radius); const float disc = b * b - 4 * a * c; return disc >= 0.0f; */ } }; #endif // SPHERE3_H