math func to find the intersection(s) between a segment and a sphere for C/python.
from python: i1, i2 = mathutils.geometry.intersect_line_sphere(l1, l2, sphere, radius)
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@@ -349,6 +349,79 @@ int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[
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return -1;
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}
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int isect_seg_sphere_v3(const float l1[3], const float l2[3],
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const float sp[3], const float r,
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float r_p1[3], float r_p2[3])
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{
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/* l1: coordinates (point of line)
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* l2: coordinates (point of line)
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* sp, r: coordinates and radius (sphere)
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* r_p1, r_p2: return intersection coordinates
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*/
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/* adapted for use in blender by Campbell Barton - 2011
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*
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* atelier iebele abel - 2001
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* atelier@iebele.nl
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* http://www.iebele.nl
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*
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* sphere_line_intersection function adapted from:
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* http://astronomy.swin.edu.au/pbourke/geometry/sphereline
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* Paul Bourke pbourke@swin.edu.au
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*/
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const float ldir[3]= {
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l2[0] - l1[0],
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l2[1] - l1[1],
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l2[2] - l1[2]
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};
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const float a= dot_v3v3(ldir, ldir);
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const float b= 2.0f *
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(ldir[0] * (l1[0] - sp[0]) +
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ldir[1] * (l1[1] - sp[1]) +
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ldir[2] * (l1[2] - sp[2]));
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const float c=
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dot_v3v3(sp, sp) +
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dot_v3v3(l1, l1) -
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(2.0f * dot_v3v3(sp, l1)) -
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(r * r);
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const float i = b * b - 4.0f * a * c;
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float mu;
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if (i < 0.0f) {
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/* no intersections */
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return 0;
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}
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else if (i == 0.0f) {
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/* one intersection */
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mu = -b / (2.0f * a);
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madd_v3_v3v3fl(r_p1, l1, ldir, mu);
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return 1;
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}
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else if (i > 0.0) {
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const float i_sqrt= sqrt(i); /* avoid calc twice */
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/* first intersection */
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mu = (-b + i_sqrt) / (2.0f * a);
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madd_v3_v3v3fl(r_p1, l1, ldir, mu);
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/* second intersection */
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mu = (-b - i_sqrt) / (2.0f * a);
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madd_v3_v3v3fl(r_p2, l1, ldir, mu);
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return 2;
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}
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else {
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/* math domain error - nan */
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return -1;
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}
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}
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/*
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-1: colliniar
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1: intersection
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