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