Files
OpenSceneGraph/src/osg/BoundingSphere.cpp
Robert Osfield 2a54ff3e4a Introduced CMake build option for compiling double or float versions of osg::BoundingSphere and osg::BoundingBox.
Introduced code in BoundgingSphere, BoundingBox, ProxyNode and LOD to utilise the above settings.

Added Matrix::value_type, Plane::value_type, BoundingSphere::value_type and BoundingBox::value_type command line 
options that report where the types of floats or doubles.
2008-04-03 18:36:50 +00:00

208 lines
4.8 KiB
C++

/* -*-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 <osg/BoundingSphere>
#include <osg/BoundingBox>
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();
}
}
}