OpenSceneGraph/src/osg/BoundingSphere.cpp

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#include <osg/BoundingSphere>
#include <osg/BoundingBox>
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using namespace osg;
void BoundingSphere::expandBy(const Vec3& v)
{
if (valid())
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{
Vec3 dv = v-_center;
float r = dv.length();
if (r>_radius)
{
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float dr = (r-_radius)*0.5f;
_center += dv*(dr/r);
_radius += dr;
} // else do nothing as vertex is within sphere.
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}
else
{
_center = v;
_radius = 0.0f;
}
}
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void BoundingSphere::expandRadiusBy(const Vec3& v)
{
if (valid())
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{
float r = (v-_center).length();
if (r>_radius) _radius = r;
// else do nothing as vertex is within sphere.
}
else
{
_center = v;
_radius = 0.0f;
}
}
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void BoundingSphere::expandBy(const BoundingSphere& sh)
{
if (sh.valid())
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{
if (valid())
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{
Vec3 dv = sh._center-_center;
float dv_len = dv.length();
if (dv_len+sh._radius>_radius)
{
Vec3 e1 = _center-(dv*(_radius/dv_len));
Vec3 e2 = sh._center+(dv*(sh._radius/dv_len));
_center = (e1+e2)*0.5f;
_radius = (e2-_center).length();
} // else do nothing as vertex is within sphere.
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}
else
{
_center = sh._center;
_radius = sh._radius;
}
}
}
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void BoundingSphere::expandRadiusBy(const BoundingSphere& sh)
{
if (sh.valid())
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{
if (valid())
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{
float 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();
}
}
}