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DP Tool Club 8
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SPHERE.C
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C/C++ Source or Header
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1993-10-07
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3KB
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109 lines
/* Copyright (c) 1986 Regents of the University of California */
#ifndef lint
static char SCCSid[] = "@(#)sphere.c 2.1 11/12/91 LBL";
#endif
/*
* sphere.c - routines for creating octrees for spheres.
*
* 7/28/85
*/
#include "standard.h"
#include "octree.h"
#include "object.h"
#include "otypes.h"
#define ROOT3 1.732050808
/*
* Regrettably, the algorithm for determining a cube's location
* with respect to a sphere is not simple. First, a quick test is
* made to determine if the sphere and the bounding sphere of the cube
* are disjoint. This of course means no intersection. Failing this,
* we determine if the cube lies inside the sphere. The cube is
* entirely inside if the bounding sphere on the cube is
* contained within our sphere. This means no intersection. Otherwise,
* if the cube radius is smaller than the sphere's and the cube center is
* inside the sphere, we assume intersection. If these tests fail,
* we proceed as follows.
* The sphere center is located in relation to the 6 cube faces,
* and one of four things is done depending on the number of
* planes the center lies between:
*
* 0: The sphere is closest to a cube corner, find the
* distance to that corner.
*
* 1: The sphere is closest to a cube edge, find this
* distance.
*
* 2: The sphere is closest to a cube face, find the distance.
*
* 3: The sphere has its center inside the cube.
*
* In cases 0-2, if the closest part of the cube is within
* the radius distance from the sphere center, we have intersection.
* If it is not, the cube must be outside the sphere.
* In case 3, there must be intersection, and no further
* tests are necessary.
*/
o_sphere(o, cu) /* determine if sphere intersects cube */
OBJREC *o;
register CUBE *cu;
{
FVECT v1;
double d1, d2;
register FLOAT *fa;
register int i;
#define cent fa
#define rad fa[3]
/* get arguments */
if (o->oargs.nfargs != 4)
objerror(o, USER, "bad # arguments");
fa = o->oargs.farg;
if (rad < -FTINY) {
objerror(o, WARNING, "negative radius");
o->otype = o->otype == OBJ_SPHERE ?
OBJ_BUBBLE : OBJ_SPHERE;
rad = -rad;
} else if (rad <= FTINY)
objerror(o, USER, "zero radius");
d1 = ROOT3/2.0 * cu->cusize; /* bounding radius for cube */
d2 = cu->cusize * 0.5; /* get distance between centers */
for (i = 0; i < 3; i++)
v1[i] = cu->cuorg[i] + d2 - cent[i];
d2 = DOT(v1,v1);
if (d2 > (rad+d1+FTINY)*(rad+d1+FTINY)) /* quick test */
return(O_MISS); /* cube outside */
/* check sphere interior */
if (d1 < rad) {
if (d2 < (rad-d1-FTINY)*(rad-d1-FTINY))
return(O_MISS); /* cube inside sphere */
if (d2 < (rad+FTINY)*(rad+FTINY))
return(O_HIT); /* cube center inside */
}
/* find closest distance */
for (i = 0; i < 3; i++)
if (cent[i] < cu->cuorg[i])
v1[i] = cu->cuorg[i] - cent[i];
else if (cent[i] > cu->cuorg[i] + cu->cusize)
v1[i] = cent[i] - (cu->cuorg[i] + cu->cusize);
else
v1[i] = 0;
/* final intersection check */
if (DOT(v1,v1) <= (rad+FTINY)*(rad+FTINY))
return(O_HIT);
else
return(O_MISS);
}