I have a seen where I’m trying to show direct line of sight. Using

`ray.intersectsSphere(sphere)`

I’m getting definite intersections as show below.

Screen Shot 2021-02-19 at 10.58.10 AM|639x500

However with a custom function

```
function lineSphereIntersection(start: Vector3, end: Vector3, sphere: Sphere): Vector3[] {
const { x: cx, y: cy, z: cz } = sphere.center
const { x: sx, y: sy, z: sz } = start
const { x: ex, y: ey, z: ez } = end
const v = end.clone().sub(start)
const r = sphere.radius
const a = v.lengthSq()
const b = 2 * (sx * v.x + sy * v.y + sz * v.z - v.x * cx - v.y * cy - v.z * cz)
const c = sx * sx - 2 * sx * cx + cx * cx + sy * sy - 2 * sy * cy + cy * cy + sz * sz - 2 * sz * cz + cz * cz - r * r
const d = b * b - 4 * a * c
if (d < 0) return []
const t1 = (-b - sqrt(d)) / (2 * a)
const solution1 = new Vector3(
sx * (1 - t1) + t1 * ex,
sy * (1 - t1) + t1 * ey,
sz * (1 - t1) + t1 * ez,
)
if (d === 0) return [solution1]
const t2 = (-b + sqrt(d)) / (2 * a)
const solution2 = new Vector3(
sx * (1 - t2) + t2 * ex,
sy * (1 - t2) + t2 * ey,
sz * (1 - t2) + t2 * ez,
)
if ((t1 > 1 || t1 < 0) && (t2 > 1 || t2 < 0))
return [];
else if (!(t1 > 1 || t1 < 0) && (t2 > 1 || t2 < 0))
return [solution1]
else if ((t1 > 1 || t1 < 0) && !(t2 > 1 || t2 < 0))
return [solution2]
else
return [solution1, solution2]
}
```

I get the correct behavior.

Screen Shot 2021-02-19 at 10.56.14 AM|639x500

My guess since this hasn’t been brought up I’m missing some setup of the Ray/Sphere interaction. I made sure to normalize the direction. Is there a bug in the ray/sphere or am I misusing it?