#include <cmath>
#include <stdexcept>
#include <msp/linal/vector.h>
-#include "hyperbox.h"
-#include "ray.h"
#include "shape.h"
-#include "surfacepoint.h"
namespace Msp {
namespace Geometry {
T get_radius() const { return radius; }
- virtual HyperBox<T, D> get_axis_aligned_bounding_box() const;
+ virtual BoundingBox<T, D> get_axis_aligned_bounding_box() const;
virtual bool contains(const LinAl::Vector<T, D> &) const;
- virtual bool check_intersection(const Ray<T, D> &) const;
virtual unsigned get_max_ray_intersections() const { return 2; }
virtual unsigned get_intersections(const Ray<T, D> &, SurfacePoint<T, D> *, unsigned) const;
};
}
template<typename T, unsigned D>
-inline HyperBox<T, D> HyperSphere<T, D>::get_axis_aligned_bounding_box() const
+inline BoundingBox<T, D> HyperSphere<T, D>::get_axis_aligned_bounding_box() const
{
- LinAl::Vector<T, D> dimensions;
+ LinAl::Vector<T, D> extent;
for(unsigned i=0; i<D; ++i)
- dimensions[i] = radius;
- return HyperBox<T, D>(dimensions);
+ extent[i] = radius;
+ return BoundingBox<T, D>(-extent, extent);
}
template<typename T, unsigned D>
return inner_product(point, point)<=radius*radius;
}
-template<typename T, unsigned D>
-inline bool HyperSphere<T, D>::check_intersection(const Ray<T, D> &ray) const
-{
- T x = inner_product(ray.get_direction(), ray.get_start());
- if(x>0)
- return contains(ray.get_start());
- else
- return contains(ray.get_start()-ray.get_direction()*x);
-}
-
template<typename T, unsigned D>
inline unsigned HyperSphere<T, D>::get_intersections(const Ray<T, D> &ray, SurfacePoint<T, D> *points, unsigned size) const
{
T mid = -inner_product(ray.get_direction(), ray.get_start());
LinAl::Vector<T, D> nearest = ray.get_start()+ray.get_direction()*mid;
T offset_sq = radius*radius-inner_product(nearest, nearest);
- if(offset_sq<0)
+ if(offset_sq<T(0))
return 0;
T offset = sqrt(offset_sq);
unsigned n = 0;
- for(int i=-1; i<=1; i+=2)
+ for(int i=-1; (n<size && i<=1); i+=2)
{
T x = mid+offset*i;
- if(ray.check_limits(x) && n<size)
+ if(ray.check_limits(x))
{
if(points)
{
points[n].position = ray.get_start()+ray.get_direction()*x;
points[n].normal = normalize(points[n].position);
points[n].distance = x;
+ points[n].entry = (i<0);
}
++n;
- if(n==size)
- return n;
}
}