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use rust_num::zero;
use bound::*;
use intersect::Intersect;
use num::BaseFloat;
use point::{Point, Point3};
use plane::Plane;
use ray::Ray3;
use vector::Vector;
#[derive(Copy, Clone, PartialEq, RustcEncodable, RustcDecodable)]
pub struct Sphere<S> {
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.sub_p(&r.origin);
let tca = l.dot(&r.direction);
if tca < 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.add_v(&r.direction.mul_s(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
}
}
}