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-rw-r--r--main_simple_scanner.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/main_simple_scanner.cpp b/main_simple_scanner.cpp
index e57ef03..c0760fa 100644
--- a/main_simple_scanner.cpp
+++ b/main_simple_scanner.cpp
@@ -52,18 +52,23 @@ public:
// sphere hit formula: |Source + Direction * time - Center| = radius
// |(Sx + Dx * t - Cx, Sy + Dy * t - Cy, Sz + Dz * t - Cz)| = radius
+ const auto c2s = r.source() - center; // center to source
// A = D dot D
const double a = dot(r.direction(), r.direction());
- // B = 2(S - C) dot D
- const double b = 2 * dot(r.source() - center, r.direction());
- const auto rel_src = r.source() - center; // relative position of ray source
+ // H = (S - C) dot D
+ const auto h = dot(c2s, r.direction());
+ // B = 2H ( not used in our optimized routine )
// C = (S - C) dot (S - C) - radius^2
- const double c = dot(rel_src, rel_src) - radius * radius;
- const auto delta = b * b - 4 * a * c;
- const auto hit = delta >= 0;
+ const double c = dot(c2s, c2s) - radius * radius;
+ // 4delta = H^2 - AC
+ // delta_q = H^2 - AC (quarter delta)
+ const double delta_q = h * h - a * c;
+
+ const auto hit = delta_q >= 0;
if (hit) {
// the smaller root is the first point the ray hits, so return that one
- t = (-b - sqrt(delta)) / (2.0 * a);
+ // t = ( -H +- sqrt{ delta_q } ) / A
+ t = (-h - sqrt(delta_q)) / a;
}
return hit;
}