123 lines
4.7 KiB
C++
123 lines
4.7 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_BOUNDINGSPHERE
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#define OSG_BOUNDINGSPHERE 1
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#include <osg/Export>
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#include <osg/Vec3>
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namespace osg {
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class BoundingBox;
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/** General purpose bounding sphere class for enclosing nodes/objects/vertices.
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* Bounds internal osg::Nodes in the scene, assists in view frustum culling,
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* etc. Similar in function to BoundingBox, it's quicker for evaluating
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* culling but generally will not cull as aggressively because it encloses a
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* greater volume.
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*/
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class OSG_EXPORT BoundingSphere
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{
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public:
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Vec3 _center;
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float _radius;
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/** Construct a default bounding sphere with radius to -1.0f, representing an invalid/unset bounding sphere.*/
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BoundingSphere() : _center(0.0f,0.0f,0.0f),_radius(-1.0f) {}
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/** Creates a bounding sphere initialized to the given extents. */
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BoundingSphere(const Vec3& center,float radius) : _center(center),_radius(radius) {}
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/** Clear the bounding sphere. Reset to default values. */
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inline void init()
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{
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_center.set(0.0f,0.0f,0.0f);
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_radius = -1.0f;
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}
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/** Returns true of the bounding sphere extents are valid, false
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* otherwise. */
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inline bool valid() const { return _radius>=0.0f; }
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/** Set the bounding sphere to the given center/radius. */
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inline void set(const Vec3& center,float radius)
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{
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_center = center;
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_radius = radius;
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}
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/** Returns the center of the bounding sphere. */
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inline Vec3& center() { return _center; }
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/** Returns the const center of the bounding sphere. */
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inline const Vec3& center() const { return _center; }
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/** Returns the radius of the bounding sphere. */
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inline float& radius() { return _radius; }
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/** Returns the const radius of the bounding sphere. */
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inline float radius() const { return _radius; }
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/** Returns the squared length of the radius. Note, For performance
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* reasons, the calling method is responsible for checking to make
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* sure the sphere is valid. */
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inline float radius2() const { return _radius*_radius; }
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/** Expands the sphere to encompass the given point. Repositions the
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* sphere center to minimize the radius increase. If the sphere is
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* uninitialized, set its center to v and radius to zero. */
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void expandBy(const Vec3& v);
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/** Expands the sphere to encompass the given point. Does not
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* reposition the sphere center. If the sphere is
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* uninitialized, set its center to v and radius to zero. */
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void expandRadiusBy(const Vec3& v);
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/** Expands the sphere to encompass the given sphere. Repositions the
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* sphere center to minimize the radius increase. If the sphere is
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* uninitialized, set its center and radius to match sh. */
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void expandBy(const BoundingSphere& sh);
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/** Expands the sphere to encompass the given sphere. Does not
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* repositions the sphere center. If the sphere is
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* uninitialized, set its center and radius to match sh. */
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void expandRadiusBy(const BoundingSphere& sh);
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/** Expands the sphere to encompass the given box. Repositions the
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* sphere center to minimize the radius increase. */
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void expandBy(const BoundingBox& bb);
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/** Expands the sphere to encompass the given box. Does not
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* repositions the sphere center. */
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void expandRadiusBy(const BoundingBox& bb);
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/** Returns true if v is within the sphere. */
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inline bool contains(const Vec3& v) const
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{
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return valid() && ((v-_center).length2()<=radius2());
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}
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/** Returns true if there is a non-empty intersection with the given
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* bounding sphere. */
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inline bool intersects( const BoundingSphere& bs ) const
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{
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return valid() && bs.valid() &&
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((_center - bs._center).length2() <= (_radius + bs._radius)*(_radius + bs._radius));
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}
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};
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}
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#endif
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