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#include "3dmath.h"
#include <math.h>
float
dot(const float x[3], const float y[3]) {
return x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
}
void
normalize(float x[3]) {
float len = 1.0f / sqrtf(dot(x, x));
x[0] *= len;
x[1] *= len;
x[2] *= len;
}
float
sphere_intersect(float* restrict y, float* restrict r,
const float* restrict s, const float* restrict d,
const float* restrict c, float R, int invert) {
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;
if (invert)
t = -dot(v, d) + D;
else
t = -dot(v, d) - D;
if (t <= 0)
return -1;
for(i = 0; i < 3; ++i) {
y[i] = s[i] + t * d[i];
n[i] = y[i] - c[i];
}
float two_dot_nd_div_sq_n_mag = 2.0f * dot(n, d) / dot(n, n);
for (i = 0; i < 3; ++i)
r[i] = d[i] - two_dot_nd_div_sq_n_mag * n[i];
return t;
}
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