Example #1
0
        /// <summary>
        /// Intersects a segment and a sphere.
        /// </summary>
        public static bool IntersectSegmentSphere(Vector3 p0, Vector3 p1, Sphere s, out Vector3 hitPos)
        {
            Vector3 dir = p1 - p0;
            float length = dir.magnitude;

            if (Mathf.Approximately(length, 0.0f)) {
                hitPos = p0;
                return IntersectPointSphere(p0, s);
            }

            dir = dir / length; // Normalize

            // Perform ray/sphere intersection, and verify t to guarantee
            // collision occurred within boundaries of segment.
            float t;
            if (IntersectRaySphere(p0, dir, s, out t, out hitPos)) {
                if (t <= length) {
                    return true;
                }
            }

            return false;
        }
Example #2
0
        /// <summary>
        /// Intersects ray r = p + td, |d| = 1, with sphere s and, if intersecting,
        /// returns t value of intersection and intersection point q
        /// </summary>
        public static bool IntersectRaySphere(Vector3 p, Vector3 d, Sphere s, out float t, out Vector3 q)
        {
            // Ref: Real-Time Collision Detection

            Vector3 m = p - s.Center;
            float b = Vector3.Dot(m, d);
            float c = Vector3.Dot(m, m) - s.Radius * s.Radius;
            // Exit if r’s origin outside s (c > 0) and r pointing away from s (b > 0)
            if (c > 0.0f && b > 0.0f) {
                t = 0.0f;
                q = Vector3.zero;
                return false;
            }
            float discr = b * b - c;
            // A negative discriminant corresponds to ray missing sphere
            if (discr < 0.0f) {
                t = 0.0f;
                q = Vector3.zero;
                return false;
            }
            // Ray now found to intersect sphere, compute smallest t value of intersection
            t = -b - Mathf.Sqrt(discr);
            // If t is negative, ray started inside sphere so clamp t to zero
            if (t < 0.0f) {
                t = 0.0f;
            }
            q = p + t * d;
            return true;
        }
Example #3
0
        /// <summary>
        /// Intersects a ray and sphere: r = p + td
        /// </summary>
        public static bool IntersectRaySphere(Vector3 p, Vector3 d, Sphere s)
        {
            // Ref: Real-Time Collision Detection

            Vector3 m = p - s.Center;
            float c = Vector3.Dot(m, m) - s.Radius * s.Radius;
            // If there is definitely at least one real root, there must be an intersection
            if (c <= 0.0f) {
                return true;
            }
            float b = Vector3.Dot(m, d);
            // Early exit if ray origin outside sphere and ray pointing away from sphere
            if (b > 0.0f) {
                return false;
            }
            float disc = b * b - c;
            // A negative discriminant corresponds to ray missing sphere
            if (disc < 0.0f) {
                return false;
            }
            // Now ray must hit sphere
            return true;
        }
Example #4
0
 /// <summary>
 /// Given a point p and a sphere,
 /// return whether the point intersects the sphere.
 /// </summary>
 public static bool IntersectPointSphere(Vector3 p, Sphere s)
 {
     float r2 = s.Radius * s.Radius;
     float distSqr = Vector3.SqrMagnitude(p - s.Center);
     return distSqr <= r2;
 }