reactphysics3d/src/collision/shapes/SphereShape.cpp

98 lines
4.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "SphereShape.h"
#include "collision/ProxyShape.h"
#include "configuration.h"
#include <cassert>
using namespace reactphysics3d;
// Constructor
SphereShape::SphereShape(decimal radius) : CollisionShape(SPHERE, radius), mRadius(radius) {
assert(radius > decimal(0.0));
}
// Private copy-constructor
SphereShape::SphereShape(const SphereShape& shape)
: CollisionShape(shape), mRadius(shape.mRadius) {
}
// Destructor
SphereShape::~SphereShape() {
}
// Raycast method with feedback information
bool SphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
// We perform the intersection test in world-space
const Vector3 sphereCenter = proxyShape->getLocalToWorldTransform().getPosition();
const Vector3 m = ray.point1 - sphereCenter;
decimal c = m.dot(m) - mRadius * mRadius;
// If the origin of the ray is inside the sphere, we return no intersection
if (c < decimal(0.0)) return false;
const Vector3 rayDirection = ray.point2 - ray.point1;
decimal b = m.dot(rayDirection);
// If the origin of the ray is outside the sphere and the ray
// is pointing away from the sphere, there is no intersection
if (b > decimal(0.0)) return false;
decimal raySquareLength = rayDirection.lengthSquare();
// Compute the discriminant of the quadratic equation
decimal discriminant = b * b - raySquareLength * c;
// If the discriminant is negative or the ray length is very small, there is no intersection
if (discriminant < decimal(0.0) || raySquareLength < MACHINE_EPSILON) return false;
// Compute the solution "t" closest to the origin
decimal t = -b - std::sqrt(discriminant);
assert(t >= decimal(0.0));
// If the hit point is withing the segment ray fraction
if (t < ray.maxFraction * raySquareLength) {
// Compute the intersection information
t /= raySquareLength;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = t;
raycastInfo.worldPoint = ray.point1 + t * rayDirection;
raycastInfo.worldNormal = (raycastInfo.worldPoint - sphereCenter).getUnit();
return true;
}
return false;
}