View Full Version : Intersection of a Line and a Sphere
RGhost 04112012, 06:32 PM Hello!
Math is not my favorite :/ I would be very grateful if can someone share maxscript function with LineCircle/Sphere Intersection (something like this http://paulbourke.net/geometry/sphereline/).


Klunk
04122012, 07:09 AM
can't you just port the "C Code example" in the link you posted to mxs ? you don't even have to understand the maths.
RGhost
04122012, 09:22 AM
/*
Intersection of a Line anda Sphere (or circle)
Written by Paul Bourke
http://paulbourke.net/geometry/sphereline/
Calculate the intersection of a ray and a sphere
The line segment is defined from p1 to p2
The sphere is of radius r and centered at sc
There are potentially two points of intersection given by
p = p1 + mu1 (p2  p1)
p = p1 + mu2 (p2  p1)
Return FALSE if the ray doesn't intersect the sphere.
*/
fn RaySphere p1 p2 sc r =
(
local mu1
local mu2
local pt1 = undefined
local pt2 = undefined
local dp = [0,0,0]
local EPS = 0.00001
dp.x = p2.x  p1.x
dp.y = p2.y  p1.y
dp.z = p2.z  p1.z
a = dp.x * dp.x + dp.y * dp.y + dp.z * dp.z
b = 2.0 * (dp.x * (p1.x  sc.x) + dp.y * (p1.y  sc.y) + dp.z * (p1.z  sc.z))
c = sc.x * sc.x + sc.y * sc.y + sc.z * sc.z
c += p1.x * p1.x + p1.y * p1.y + p1.z * p1.z
c = 2.0 * (sc.x * p1.x + sc.y * p1.y + sc.z * p1.z)
c = r * r
bb4ac = b * b  4.0 * a * c
if bb4ac < 0.0 then format "No intersections\n"
 no intersections
if bb4ac == 0.0 then
(
 one intersection
local pt = [0,0,0]
pt1.x = 1.0
mu1 = b / (2.0 * a)
pt1 = [p1.x + mu * (p2.x  p1.x),p1.y + mu * (p2.y  p1.y), p1.z + mu * (p2.z  p1.z)]
)
if bb4ac > 0.0 then
(
 first intersection
mu1 = (b + sqrt(bb4ac)) / (2.0 * a)
pt1 = [p1.x + mu1 * (p2.x  p1.x),p1.y + mu1 * (p2.y  p1.y), p1.z + mu1 * (p2.z  p1.z)]
 second intersection
mu2 = (b  sqrt(bb4ac)) / (2.0 * a)
pt2 = [p1.x + mu2 * (p2.x  p1.x), p1.y + mu2 * (p2.y  p1.y), p1.z + mu2 * (p2.z  p1.z)]
)
format "Intersections Point1: %, Point2: %\n" pt1 pt2
res = #(pt1,pt2)
res
)
It seems I made it. :wip:
Klunk
04122012, 09:47 AM
nice one, you can simplify a wee bit, my version for rays though using returns is bad form.
fn InterectRaySphere rayEye rayDir sphereCentre sphereRadius &tval &pnt =
(
m = rayEye  sphereCentre;
b = dot m rayDir;
c = (dot m m)  sphereRadius * sphereRadius;
 exit if rays origin is outside s (c > 0) and r is pointing away from s (b > 0)
if c > 0.0 and b > 0.0 then return 0;
 a negative discriminant corresponds to ray missing the sphere
discr = b * b  c;
if discr < 0.0 then return 0;
 so we have an intersection get smallest t
tval = b  (sqrt discr );
if tval < 0.0 then tval = 0.0;
 computer the point on ray
pnt = rayEye + tval * rayDir;
)
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