/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include using namespace osg; void BoundingSphere::expandBy(const Vec3f& v) { if (valid()) { vec_type dv = v-_center; value_type r = dv.length(); if (r>_radius) { value_type dr = (r-_radius)*0.5; _center += dv*(dr/r); _radius += dr; } // else do nothing as vertex is within sphere. } else { _center = v; _radius = 0.0; } } void BoundingSphere::expandRadiusBy(const Vec3f& v) { if (valid()) { value_type r = (v-_center).length(); if (r>_radius) _radius = r; // else do nothing as vertex is within sphere. } else { _center = v; _radius = 0.0; } } void BoundingSphere::expandBy(const Vec3d& v) { if (valid()) { vec_type dv = v-_center; value_type r = dv.length(); if (r>_radius) { value_type dr = (r-_radius)*0.5; _center += dv*(dr/r); _radius += dr; } // else do nothing as vertex is within sphere. } else { _center = v; _radius = 0.0; } } void BoundingSphere::expandRadiusBy(const Vec3d& v) { if (valid()) { value_type r = (v-_center).length(); if (r>_radius) _radius = r; // else do nothing as vertex is within sphere. } else { _center = v; _radius = 0.0; } } void BoundingSphere::expandBy(const BoundingSphere& sh) { // This sphere is not set so use the inbound sphere if (!valid()) { _center = sh._center; _radius = sh._radius; return; } // Calculate d == The distance between the sphere centers double d = ( _center - sh.center() ).length(); // New sphere is already inside this one if ( d + sh.radius() <= _radius ) { return; } // New sphere completely contains this one if ( d + _radius <= sh.radius() ) { _center = sh._center; _radius = sh._radius; return; } // Build a new sphere that completely contains the other two: // // The center point lies halfway along the line between the furthest // points on the edges of the two spheres. // // Computing those two points is ugly - so we'll use similar triangles double new_radius = (_radius + d + sh.radius() ) * 0.5; double ratio = ( new_radius - _radius ) / d ; _center[0] += ( sh.center()[0] - _center[0] ) * ratio; _center[1] += ( sh.center()[1] - _center[1] ) * ratio; _center[2] += ( sh.center()[2] - _center[2] ) * ratio; _radius = new_radius; } void BoundingSphere::expandRadiusBy(const BoundingSphere& sh) { if (sh.valid()) { if (valid()) { value_type r = (sh._center-_center).length()+sh._radius; if (r>_radius) _radius = r; // else do nothing as vertex is within sphere. } else { _center = sh._center; _radius = sh._radius; } } } void BoundingSphere::expandBy(const BoundingBox& bb) { if (bb.valid()) { if (valid()) { BoundingBox newbb(bb); for(unsigned int c=0;c<8;++c) { Vec3 v = bb.corner(c)-_center; // get the direction vector from corner v.normalize(); // normalise it. v *= -_radius; // move the vector in the opposite direction distance radius. v += _center; // move to absolute position. newbb.expandBy(v); // add it into the new bounding box. } _center = newbb.center(); _radius = newbb.radius(); } else { _center = bb.center(); _radius = bb.radius(); } } } void BoundingSphere::expandRadiusBy(const BoundingBox& bb) { if (bb.valid()) { if (valid()) { for(unsigned int c=0;c<8;++c) { expandRadiusBy(bb.corner(c)); } } else { _center = bb.center(); _radius = bb.radius(); } } }