#include #define POW2(x) ((x) * (x)) float dot(float x[3], float y[3]) { return x[0] * y[0] + x[1] * y[1] + x[2] * y[2]; } void normalize(float x[3]) { float len; int i; len = sqrt(dot(x, x)); for(i = 0; i < 3; ++i) x[i] /= len; } float sphere_intersect(float y[3], float r[3], float s[3], float d[3], float c[3], float R) { int i; float D, n[3], t, v[3]; for(i = 0; i < 3; ++i) v[i] = s[i] - c[i]; D = POW2(dot(v, d)) - (dot(v, v) - POW2(R)); if(D < 0) return -1; t = -dot(v, d) - D; for(i = 0; i < 3; ++i) { y[i] = s[i] + t * d[i]; n[i] = y[i] - c[i]; } normalize(n); for(i = 0; i < 3; ++i) r[i] = d[i] - 2 * dot(n, d) * n[i]; return t; }