From Gordon Tomlinson, fixes to BoundingSphere::expandBy(BoundingSphere&)
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@ -54,31 +54,50 @@ void BoundingSphere::expandRadiusBy(const Vec3& v)
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void BoundingSphere::expandBy(const BoundingSphere& sh)
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{
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if (sh.valid())
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{
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if (valid())
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{
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Vec3 dv = sh._center-_center;
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float dv_len = dv.length();
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if(dv_len == 0 && sh._radius>_radius) {
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_radius = sh._radius;
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}
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else if (dv_len+sh._radius>_radius)
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{
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Vec3 e1 = _center-(dv*(_radius/dv_len));
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Vec3 e2 = sh._center+(dv*(sh._radius/dv_len));
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_center = (e1+e2)*0.5f;
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_radius = (e2-_center).length();
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} // else do nothing as vertex is within sphere.
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}
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else
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// This sphere is not set so use the inbound sphere
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if (!valid())
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{
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_center = sh._center;
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_radius = sh._radius;
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return;
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}
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// Calculate d == The distance between the sphere centers
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double d = ( _center - sh.center() ).length();
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// New sphere is already inside this one
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if ( d + sh.radius() <= _radius )
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{
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return;
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}
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// New sphere completely contains this one
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if ( d + _radius <= sh.radius() )
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{
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_center = sh._center;
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_radius = sh._radius;
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return;
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}
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// Build a new sphere that completely contains the other two:
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//
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// The center point lies halfway along the line between the furthest
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// points on the edges of the two spheres.
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//
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// Computing those two points is ugly - so we'll use similar triangles
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double new_radius = (_radius + d + sh.radius() ) * 0.5;
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double ratio = ( new_radius - _radius ) / d ;
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_center[0] += ( sh.center()[0] - _center[0] ) * ratio;
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_center[1] += ( sh.center()[1] - _center[1] ) * ratio;
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_center[2] += ( sh.center()[2] - _center[2] ) * ratio;
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_radius = new_radius;
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}
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