#region CPL License
/*
Nuclex Framework
Copyright (C) 2002-2009 Nuclex Development Labs
This library is free software; you can redistribute it and/or
modify it under the terms of the IBM Common Public License as
published by the IBM Corporation; either version 1.0 of the
License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
IBM Common Public License for more details.
You should have received a copy of the IBM Common Public
License along with this library
*/
#endregion
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Nuclex.Geometry.Lines.Collisions {
/// Contains all Line3 to Sphere3 interference detection code
public static class Line3Sphere3Collider {
/// Determines the points of contact between a line and a sphere
///
/// Offset of the line from the coordinate system's center
///
/// Vector indicating the line's direction
/// Radius of the sphere
///
/// The locations at which the line enters and leaves the sphere, if any
///
///
///
/// This variant of the algorithm either returns two contacts or none. There is no
/// special case for when the line exactly touches the circumference of the sphere,
/// thus producing a single contact. This case will be handled as if no contact
/// occured at all.
///
///
/// Shamelessly lifted from the FreeMagic library at http://www.magic-software.com
/// and used as a supporting function for the other line/sphere contact finders.
///
///
public static LineContacts FindContacts(
Vector3 lineOffset, Vector3 lineDirection, float sphereRadius
) {
// Set up quadratic Q(t) = a*t^2 + 2*b*t + c
float a = lineDirection.LengthSquared();
float b = Vector3.Dot(lineOffset, lineDirection);
float c = lineOffset.LengthSquared() - sphereRadius * sphereRadius;
float discr = b * b - a * c;
if(discr <= 0.0f) {
return LineContacts.None;
}
float root = (float)Math.Sqrt(discr);
return new LineContacts(
(-b - root) / a,
(-b + root) / a
);
}
/// Determines the points of contact between a line and a sphere
/// Offset of the line from the sphere's center
/// Vector indicating the line's direction
///
/// Absolute coordinates of the sphere's center point
///
/// Radius of the sphere
///
/// The locations at which the line enters and leaves the sphere, if any
///
public static LineContacts FindContacts(
Vector3 lineOffset, Vector3 lineDirection, Vector3 sphereCenter, float sphereRadius
) {
return FindContacts(
lineOffset - sphereCenter, lineDirection, sphereRadius
);
}
}
} // namespace Nuclex.Geometry.Lines.Collisions