-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#ifndef _MOOF_SPHERE_HH_
#define _MOOF_SPHERE_HH_
#include <Moof/OpenGL.hh>
#include <Moof/Shape.hh>
+// TODO this needs work
namespace Mf {
// a ray inside the sphere will not intersect on its way out
- Scalar intersectRay(const Ray<D>& ray,
- typename Ray<D>::Intersection& intersection)
+ bool intersectRay(const Ray<D>& ray, typename Ray<D>::Intersection& hit)
{
Vector b = point - ray.point;
Scalar z = cml::dot(b, ray.direction);
// check if the ball is behind the ray
- if (z < SCALAR(0.0)) return SCALAR(-1.0);
+ if (z < SCALAR(0.0)) return false;
Scalar d2 = cml::dot(b, b) - z*z;
Scalar r2 = radius * radius;
// check for an intersection
- if (d2 > r2) return SCALAR(-1.0);
+ if (d2 > r2) return false;
- Scalar t = z - std::sqrt(r2 - d2);
- ray.solve(intersection.point, t);
- intersection.normal = intersection.point - point;
+ hit.distance = z - std::sqrt(r2 - d2);
+ if (hit.distance < SCALAR(0.0)) return false;
- return t;
+ Vector surfacePoint;
+ ray.solve(surfacePoint, hit.distance);
+ hit.normal = surfacePoint - point;
+ return true;
}
//void draw(Scalar alpha = 0.0) const;
//bool isVisible(const Frustum& frustum) const;
-void encloseVertices(const Vector vertices[], unsigned count)
-{
- // TODO
-}
+ void encloseVertices(const Vector vertices[], unsigned count)
+ {
+ // TODO
+ }
-void draw(Scalar alpha = 0.0) const;
-//{
- //GLUquadricObj* sphereObj = gluNewQuadric();
- //gluQuadricDrawStyle(sphereObj, GLU_LINE);
+ void draw(Scalar alpha = 0.0) const;
+ //{
+ //GLUquadricObj* sphereObj = gluNewQuadric();
+ //gluQuadricDrawStyle(sphereObj, GLU_LINE);
- //glPushMatrix();
+ //glPushMatrix();
- //glTranslate(point);
- //gluSphere(sphereObj, GLdouble(radius), 16, 16);
+ //glTranslate(point);
+ //gluSphere(sphereObj, GLdouble(radius), 16, 16);
- //glPopMatrix();
+ //glPopMatrix();
- //gluDeleteQuadric(sphereObj);
-//}
+ //gluDeleteQuadric(sphereObj);
+ //}
-bool isVisible(const Frustum& frustum) const
-{
- return true;
-}
+ bool isVisible(const Frustum& frustum) const
+ {
+ return true;
+ }
};
#endif // _MOOF_SPHERE_HH_
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-