use sphere::Sphere3f;
use vec3f::Vec3f;
fn triangle_closest_point_to_point(triangle: [Vec3f; 3], p: Vec3f) -> Vec3f {
let a = triangle[0];
let b = triangle[1];
let c = triangle[2];
let ab = b - a;
let ac = c - a;
let ap = p - a;
let d1 = ab.dot(ap);
let d2 = ac.dot(ap);
if d1 <= 0.0f32 && d2 <= 0.0f32 {
return a; }
let bp = p - b;
let d3 = ab.dot(bp);
let d4 = ac.dot(bp);
if d3 >= 0.0f32 && d4 <= d3 {
return b; }
let vc = d1*d4 - d3*d2;
if vc <= 0.0f32 && d1 >= 0.0f32 && d3 <= 0.0f32 {
let v = d1 / (d1 - d3);
return a + ab * v; }
let cp = p - c;
let d5 = ab.dot(cp);
let d6 = ac.dot(cp);
if d6 >= 0.0f32 && d5 <= d6 {
return c; }
let vb = d5*d2 - d1*d6;
if vb <= 0.0f32 && d2 >= 0.0f32 && d6 <= 0.0f32 {
let w = d2 / (d2 - d6);
return a + ac * w; }
let va = d3*d6 - d5*d4;
if va <= 0.0f32 && (d4 - d3) >= 0.0f32 && (d5 - d6) >= 0.0f32 {
let w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
return b + (c - b) * w; }
let denom = 1.0f32 / (va + vb + vc);
let v = vb * denom;
let w = vc * denom;
return a + ab * v + ac * w; }
pub fn intersect_sphere_triangle(sphere: &Sphere3f,
triangle: [Vec3f; 3]) -> Option<Vec3f> {
let p = triangle_closest_point_to_point(triangle, sphere.center);
let v = p - sphere.center;
if v.magnitude_squared() <= sphere.radius_squared() {
Some(p)
}
else {
None
}
}
#[test]
fn test_intersect_sphere_triangle() {
use sphere;
use vec3f::{vec3f, ZERO_3F};
let triangle = [
vec3f(0, 0, 0),
vec3f(1, 0, 0),
vec3f(0, 1, 0)];
assert!(intersect_sphere_triangle(&sphere::UNIT,
triangle) == Some(ZERO_3F));
assert!(intersect_sphere_triangle(&Sphere3f::new(vec3f(10, 10, 10), 1.0),
triangle) == None);
}