#include "osg/BoundingSphere" using namespace osg; void BoundingSphere::expandBy(const Vec3& v) { if (isValid()) { 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 (isValid()) { 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.isValid()) { if (isValid()) { 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.isValid()) { if (isValid()) { 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; } } }