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sphere.c
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sphere.c
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#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include "geom.h"
#include "common.h"
#include "sphere.h"
#include "input.h"
void* readSphere()
{
sphere* s;
s = (sphere*)malloc(sizeof(sphere));
s->center.x = readDouble();
s->center.y = readDouble();
s->center.z = readDouble();
s->radius = readDouble();
return s;
}
int segSphereCut(seg s, void* sol, point* in, vec* normal)
{
CORD_TYPE a,b,c;
CORD_TYPE disc;
CORD_TYPE alpha;
point tp;
sphere S;
S = *(sphere*)sol;
a = vecModulus2(seg2vec(s));
if(a < EPS)
return 0;
b = 2 * dotProduct(seg2vec(s),points2vec(S.center,s.p));
c = vecModulus2(points2vec(S.center,s.p)) - S.radius*S.radius;
disc = b*b - 4*a*c;
if(disc < 0)
return 0;
disc = sqrt(disc);
alpha = (-b - disc)/(2*a);
if(alpha*(1-alpha)>=0)
{
tp = vecLinComb(1-alpha,s.p,alpha,s.q);
if(in != NULL) *in = tp;
if(normal != NULL) *normal = points2vec(S.center,tp);
return 1;
}
alpha = (-b + disc)/(2*a);
if(alpha*(1-alpha)>=0)
{
tp = vecLinComb(1-alpha,s.p,alpha,s.q);
if(in != NULL) *in = tp;
if(normal != NULL) *normal = points2vec(S.center,tp);
return 1;
}
return 0;
}
int segSphereCutAll(seg s, void* sol, point* parr, vec* normalarr)
{
CORD_TYPE a,b,c;
CORD_TYPE disc;
CORD_TYPE alpha;
point tp;
int count = 0;
sphere S;
S = *(sphere*)sol;
a = vecModulus2(seg2vec(s));
if(a < EPS)
return 0;
b = 2 * dotProduct(seg2vec(s),points2vec(S.center,s.p));
c = vecModulus2(points2vec(S.center,s.p)) - S.radius*S.radius;
disc = b*b - 4*a*c;
if(disc < 0)
return 0;
disc = sqrt(disc);
alpha = (-b - disc)/(2*a);
if(alpha*(1-alpha)>=0)
{
tp = vecLinComb(1-alpha,s.p,alpha,s.q);
if(parr != NULL) parr[count] = tp;
if(normalarr != NULL) normalarr[count] = points2vec(S.center,tp);
count++;
}
alpha = (-b + disc)/(2*a);
if(alpha*(1-alpha)>=0)
{
tp = vecLinComb(1-alpha,s.p,alpha,s.q);
if(parr != NULL) parr[count] = tp;
if(normalarr != NULL) normalarr[count] = points2vec(S.center,tp);
count++;
}
return count;
}
int pointInSphere(point p, void* s) /* r inutil */
{
sphere S;
S = *(sphere*)s;
return (pointDist2(p,S.center) <= S.radius*S.radius);
}