150 lines
3.7 KiB
C++
150 lines
3.7 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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#include <osg/BoundingSphere>
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#include <osg/BoundingBox>
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using namespace osg;
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void BoundingSphere::expandBy(const Vec3& v)
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{
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if (valid())
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{
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Vec3 dv = v-_center;
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float r = dv.length();
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if (r>_radius)
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{
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float dr = (r-_radius)*0.5f;
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_center += dv*(dr/r);
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_radius += dr;
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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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{
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_center = v;
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_radius = 0.0f;
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}
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}
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void BoundingSphere::expandRadiusBy(const Vec3& v)
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{
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if (valid())
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{
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float r = (v-_center).length();
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if (r>_radius) _radius = r;
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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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{
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_center = v;
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_radius = 0.0f;
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}
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}
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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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{
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_center = sh._center;
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_radius = sh._radius;
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}
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}
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}
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void BoundingSphere::expandRadiusBy(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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float r = (sh._center-_center).length()+sh._radius;
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if (r>_radius) _radius = r;
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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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{
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_center = sh._center;
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_radius = sh._radius;
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}
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}
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}
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void BoundingSphere::expandBy(const BoundingBox& bb)
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{
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if (bb.valid())
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{
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if (valid())
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{
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BoundingBox newbb(bb);
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for(unsigned int c=0;c<8;++c)
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{
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Vec3 v = bb.corner(c)-_center; // get the direction vector from corner
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v.normalize(); // normalise it.
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v *= -_radius; // move the vector in the opposite direction distance radius.
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v += _center; // move to absolute position.
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newbb.expandBy(v); // add it into the new bounding box.
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}
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_center = newbb.center();
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_radius = newbb.radius();
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}
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else
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{
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_center = bb.center();
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_radius = bb.radius();
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}
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}
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}
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void BoundingSphere::expandRadiusBy(const BoundingBox& bb)
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{
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if (bb.valid())
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{
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if (valid())
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{
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for(unsigned int c=0;c<8;++c)
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{
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expandRadiusBy(bb.corner(c));
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}
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}
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else
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{
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_center = bb.center();
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_radius = bb.radius();
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}
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}
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}
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