VectorLib.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 
00022 #include <common/VectorLib.h>
00023 #include <common/Defines.h>
00024 #include <math.h>
00025 
00026 Vector VectorLib::reflection(Vector &ray, Vector &normal)
00027 {
00028         Vector s = ray.Normalize();
00029         Vector n = normal.Normalize();
00030 
00031         return -((n * (2 * s.dotP(n))) - s);
00032 }
00033 
00034 bool VectorLib::sphereIntersection(Vector &start, Vector &end, 
00035                                                                         Vector &sphereCentre, float radius, float &distance)
00036 {
00037         if (start == end) return false;
00038 
00039         Vector EO = sphereCentre - start;
00040         Vector V = (end - start).Normalize();
00041         float v = EO.dotP(V);
00042         float disc = (radius * radius) - (EO.dotP(EO) - (v * v));
00043 
00044         if (disc >= 0.0f)
00045         {
00046                 float d = sqrtf(disc);
00047                 if (v - d > 0)
00048                 {
00049                         distance = v - d;
00050                         return (distance >= 0.0f && distance <= 1.0f);
00051                 }
00052                 else if (v + d > 0)
00053                 {
00054                         distance = v + d;
00055                         return (distance >= 0.0f && distance <= 1.0f);
00056                 }
00057         }
00058 
00059         return false;
00060 }

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