Optimized algorithm for line-sphere intersection in GLSL
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fernacolo
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Published on 2012-04-20T15:32:01Z
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2012/11/24
23:22 UTC
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Hit count: 288
Well, hello then!
I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way:
// The line passes through p1 and p2:
vec3 p1 = (...);
vec3 p2 = (...);
// Sphere center is p3, radius is r:
vec3 p3 = (...);
float r = ...;
float x1 = p1.x; float y1 = p1.y; float z1 = p1.z;
float x2 = p2.x; float y2 = p2.y; float z2 = p2.z;
float x3 = p3.x; float y3 = p3.y; float z3 = p3.z;
float dx = x2 - x1;
float dy = y2 - y1;
float dz = z2 - z1;
float a = dx*dx + dy*dy + dz*dz;
float b = 2.0 * (dx * (x1 - x3) + dy * (y1 - y3) + dz * (z1 - z3));
float c = x3*x3 + y3*y3 + z3*z3 + x1*x1 + y1*y1 + z1*z1 - 2.0 * (x3*x1 + y3*y1 + z3*z1) - r*r;
float test = b*b - 4.0*a*c;
if (test >= 0.0) {
// Hit (according to Treebeard, "a fine hit").
float u = (-b - sqrt(test)) / (2.0 * a);
vec3 hitp = p1 + u * (p2 - p1);
// Now use hitp.
}
It works perfectly! But it seems slow... I'm new at GLSL. You can answer this questions in two ways:
- Tell me there is no solution, showing some proof or strong evidence.
- Tell me about GLSL features (vector APIs, primitive operations) that makes the above algorithm faster, showing some example.
Thanks a lot!
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