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use bound::*;
use intersect::Intersect;
use Plane;
use Ray3;
use cgmath::{BaseFloat, EuclideanSpace};
use cgmath::{InnerSpace, Point3};
#[derive(Copy, Clone, PartialEq, Debug)]
pub struct Sphere<S: BaseFloat> {
pub center: Point3<S>,
pub radius: S,
}
impl<S: BaseFloat> Intersect<Option<Point3<S>>> for (Sphere<S>, Ray3<S>) {
fn intersection(&self) -> Option<Point3<S>> {
let (ref s, ref r) = *self;
let l = s.center - r.origin;
let tca = l.dot(r.direction);
if tca < S::zero() { return None; }
let d2 = l.dot(l) - tca*tca;
if d2 > s.radius*s.radius { return None; }
let thc = (s.radius*s.radius - d2).sqrt();
Some(r.origin + r.direction * (tca - thc))
}
}
impl<S: BaseFloat + 'static> Bound<S> for Sphere<S> {
fn relate_plane(self, plane: Plane<S>) -> Relation {
let dist = self.center.dot(plane.n) - plane.d;
if dist > self.radius {
Relation::In
} else if dist < - self.radius {
Relation::Out
} else {
Relation::Cross
}
}
}