94 lines
3.7 KiB
Plaintext
94 lines
3.7 KiB
Plaintext
#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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/** General purpose bounding sphere class for enclosing nodes/objects/vertices.
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Used to bound internal osg::Node's in the scene,
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to assist in view frustrum culling etc. Similar in function to BoundingBox
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but is quicker for evaluating culling, but generally encloses a greater volume
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than a BoundingBox so will not cull so aggressively.
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*/
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class SG_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 to invalid values to represent an unset bounding sphere.*/
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BoundingSphere() : _center(0.0f,0.0f,0.0f),_radius(-1.0f) {}
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/** initialize to invalid values to represent an unset bounding sphere.*/
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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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/** return true if the bounding sphere contains valid values,
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false if the bounding sphere is effectively unset.*/
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inline const bool isValid() const { return _radius>=0.0f; }
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/** return the center of the bounding sphere.*/
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inline Vec3& center() { return _center; }
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/** return the const center of the bounding sphere.*/
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inline const Vec3& center() const { return _center; }
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/** return the radius of the bounding sphere.*/
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inline float& radius() { return _radius; }
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/** return the const radius of the bounding sphere.*/
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inline const float radius() const { return _radius; }
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/** return the radius squared.
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Note, for performance reasons, assumes the calling method has ensured
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that the sphere is valid before calling radius2(), i.e. has _radius>=0.0,
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as it does not check th validity of sphere and will eroneously return a positive value.*/
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inline const float radius2() const { return _radius*_radius; }
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/** If the vertex is outwith the sphere expand to ecompass vertex.
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Calculates the combination of movement of center and radius which
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minimizes the radius increase. If this sphere is empty then
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move the centrer to v and set radius to 0.*/
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void expandBy(const Vec3& v);
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/** If the vertex is outwith the sphere expand radius to ecompass vertex.
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Unlike update, does not move the center, just increasing the radius.
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If this sphere is empty then move the centrer to v and set radius to 0 */
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void expandRadiusBy(const Vec3& v);
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/** If incomming sphere is outwith the sphere expand to ecompass incomming sphere.
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calculates the combination of movement of center and radius which
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minimizes the radius increase. If this sphere is empty then
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move the centrer to v and set radius to 0.*/
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void expandBy(const BoundingSphere& sh);
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/** If incomming sphere is outwith the sphere expand radius to ecompass incomming sphere.
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Unlike update, does not move the center, just increasing the radius.
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If this sphere is empty then move the centrer to v and set radius to 0. */
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void expandRadiusBy(const BoundingSphere& sh);
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/** return true is vertex v is within the sphere.*/
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inline const bool contains(const Vec3& v) const
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{
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return isValid() && ((v-_center).length2()<=radius2());
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}
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/** return true if bounding sphere's intersect each other.*/
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inline const bool intersects( const BoundingSphere& bs ) const
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{
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return isValid() && bs.isValid() &&
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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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