Hello Robert,
Please find enclosed some changed OSG header files.
The changes are more or less just beautifications
(when looked at them from the C++ view), but make
wrapping OSG with SWIG easier.
I have tested the changes with both 2.8.1-rc4 and the
current head and would appreciate to incorporate the
changes in both branches.
Here is a description of the changes:
osg/BoundingSphere:
Use the following typedef (like used in BoundingBox)
typedef typename VT::value_type value_type;
instead of
typedef typename vec_type::value_type value_type;
SWIG reports errors on the latter construct.
Also makes it consistent with BoundingBox.
osg/Vec4ub:
Consistent use of "value_type" throughout the file.
osg/Vec?b:
Consistent use of "value_type" throughout the files.
Also changed
typedef char value_type;
to
typedef signed char value_type;
In the case of a simple "char", SWIG assumes a string.
Using "signed char" instead of "char" does not change
the behaviour of the class.
Regards,
Paul Obermeier
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_VEC4UB
#define OSG_VEC4UB 1
#include <osg/Vec3>
namespace osg {
/** General purpose float quad.
* Uses include representation of color coordinates.
* No support yet added for float * Vec4ub - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec4ub * float is okay
*/
class Vec4ub
{
public:
/** Type of Vec class.*/
typedef unsigned char value_type;
/** Number of vector components. */
enum { num_components = 4 };
/** Vec member variable. */
value_type _v[4];
Vec4ub() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
Vec4ub(value_type x, value_type y, value_type z, value_type w)
{
_v[0]=x;
_v[1]=y;
_v[2]=z;
_v[3]=w;
}
inline bool operator == (const Vec4ub& v) const { return _v[0]==v._v[0]
&& _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
inline bool operator != (const Vec4ub& v) const { return _v[0]!=v._v[0]
|| _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
inline bool operator < (const Vec4ub& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else if (_v[2]<v._v[2]) return true;
else if (_v[2]>v._v[2]) return false;
else return (_v[3]<v._v[3]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set(value_type r, value_type g, value_type b, value_type a)
{
_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
}
inline value_type& operator [] (unsigned int i) { return _v[i]; }
inline value_type operator [] (unsigned int i) const { return _v[i]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type& b() { return _v[2]; }
inline value_type& a() { return _v[3]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
inline value_type b() const { return _v[2]; }
inline value_type a() const { return _v[3]; }
/** Multiply by scalar. */
inline Vec4ub operator * (float rhs) const
{
Vec4ub col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec4ub& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
_v[2]=(value_type)((float)_v[2]*rhs);
_v[3]=(value_type)((float)_v[3]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec4ub operator / (float rhs) const
{
Vec4ub col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec4ub& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec4ub operator + (const Vec4ub& rhs) const
{
return Vec4ub(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec4ub& operator += (const Vec4ub& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
_v[3] += rhs._v[3];
return *this;
}
/** Binary vector subtract. */
inline Vec4ub operator - (const Vec4ub& rhs) const
{
return Vec4ub(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
}
/** Unary vector subtract. */
inline Vec4ub& operator -= (const Vec4ub& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
_v[3]-=rhs._v[3];
return *this;
}
}; // end of class Vec4ub
} // end of namespace osg
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_VEC4B
#define OSG_VEC4B 1
namespace osg {
/** General purpose float triple.
* Uses include representation of color coordinates.
* No support yet added for float * Vec4b - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec4b * float is okay
*/
class Vec4b
{
public:
/** Type of Vec class.*/
typedef signed char value_type;
/** Number of vector components. */
enum { num_components = 4 };
value_type _v[4];
Vec4b() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
Vec4b(value_type x, value_type y, value_type z, value_type w)
{
_v[0]=x;
_v[1]=y;
_v[2]=z;
_v[3]=w;
}
inline bool operator == (const Vec4b& v) const { return _v[0]==v._v[0]
&& _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
inline bool operator != (const Vec4b& v) const { return _v[0]!=v._v[0]
|| _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
inline bool operator < (const Vec4b& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else if (_v[2]<v._v[2]) return true;
else if (_v[2]>v._v[2]) return false;
else return (_v[3]<v._v[3]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y, value_type z, value_type w)
{
_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
}
inline value_type& operator [] (unsigned int i) { return _v[i]; }
inline value_type operator [] (unsigned int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type& z() { return _v[2]; }
inline value_type& w() { return _v[3]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type z() const { return _v[2]; }
inline value_type w() const { return _v[3]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type& b() { return _v[2]; }
inline value_type& a() { return _v[3]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
inline value_type b() const { return _v[2]; }
inline value_type a() const { return _v[3]; }
/** Multiply by scalar. */
inline Vec4b operator * (float rhs) const
{
Vec4b col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec4b& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
_v[2]=(value_type)((float)_v[2]*rhs);
_v[3]=(value_type)((float)_v[3]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec4b operator / (float rhs) const
{
Vec4b col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec4b& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec4b operator + (const Vec4b& rhs) const
{
return Vec4b(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec4b& operator += (const Vec4b& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
_v[3] += rhs._v[3];
return *this;
}
/** Binary vector subtract. */
inline Vec4b operator - (const Vec4b& rhs) const
{
return Vec4b(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3]);
}
/** Unary vector subtract. */
inline Vec4b& operator -= (const Vec4b& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
_v[3]-=rhs._v[3];
return *this;
}
}; // end of class Vec4b
} // end of namespace osg
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_VEC3B
#define OSG_VEC3B 1
namespace osg {
/** General purpose float triple.
* Uses include representation of color coordinates.
* No support yet added for float * Vec3b - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec3b * float is okay
*/
class Vec3b
{
public:
/** Type of Vec class.*/
typedef signed char value_type;
/** Number of vector components. */
enum { num_components = 3 };
value_type _v[3];
Vec3b() { _v[0]=0; _v[1]=0; _v[2]=0; }
Vec3b(value_type r, value_type g, value_type b) { _v[0]=r; _v[1]=g;
_v[2]=b; }
inline bool operator == (const Vec3b& v) const { return _v[0]==v._v[0]
&& _v[1]==v._v[1] && _v[2]==v._v[2]; }
inline bool operator != (const Vec3b& v) const { return _v[0]!=v._v[0]
|| _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
inline bool operator < (const Vec3b& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else return (_v[2]<v._v[2]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set(value_type r, value_type g, value_type b)
{
_v[0]=r; _v[1]=g; _v[2]=b;
}
inline void set( const Vec3b& rhs)
{
_v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2];
}
inline value_type& operator [] (unsigned int i) { return _v[i]; }
inline value_type operator [] (unsigned int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type& z() { return _v[2]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type z() const { return _v[2]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type& b() { return _v[2]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
inline value_type b() const { return _v[2]; }
/** Multiply by scalar. */
inline Vec3b operator * (float rhs) const
{
Vec3b col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec3b& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
_v[2]=(value_type)((float)_v[2]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec3b operator / (float rhs) const
{
Vec3b col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec3b& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec3b operator + (const Vec3b& rhs) const
{
return Vec3b(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
_v[2]+rhs._v[2]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec3b& operator += (const Vec3b& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
return *this;
}
/** Binary vector subtract. */
inline Vec3b operator - (const Vec3b& rhs) const
{
return Vec3b(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2]);
}
/** Unary vector subtract. */
inline Vec3b& operator -= (const Vec3b& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}
}; // end of class Vec3b
} // end of namespace osg
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_VEC2B
#define OSG_VEC2B 1
namespace osg {
/** General purpose float triple.
* Uses include representation of color coordinates.
* No support yet added for float * Vec2b - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec2b * float is okay
*/
class Vec2b
{
public:
// Methods are defined here so that they are implicitly inlined
/** Type of Vec class.*/
typedef signed char value_type;
/** Number of vector components. */
enum { num_components = 2 };
/** Vec member variable. */
value_type _v[2];
Vec2b() { _v[0]=0; _v[1]=0; }
Vec2b(value_type r, value_type g)
{
_v[0]=r; _v[1]=g;
}
inline bool operator == (const Vec2b& v) const { return _v[0]==v._v[0]
&& _v[1]==v._v[1]; }
inline bool operator != (const Vec2b& v) const { return _v[0]!=v._v[0]
|| _v[1]!=v._v[1]; }
inline bool operator < (const Vec2b& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else return (_v[1]<v._v[1]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y)
{
_v[0]=x; _v[1]=y;
}
inline void set( const Vec2b& rhs)
{
_v[0]=rhs._v[0]; _v[1]=rhs._v[1];
}
inline value_type& operator [] (int i) { return _v[i]; }
inline value_type operator [] (int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
/** Multiply by scalar. */
inline Vec2b operator * (float rhs) const
{
Vec2b col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec2b& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec2b operator / (float rhs) const
{
Vec2b col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec2b& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec2b operator + (const Vec2b& rhs) const
{
return Vec2b(_v[0]+rhs._v[0], _v[1]+rhs._v[1]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec2b& operator += (const Vec2b& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
return *this;
}
/** Binary vector subtract. */
inline Vec2b operator - (const Vec2b& rhs) const
{
return Vec2b(_v[0]-rhs._v[0], _v[1]-rhs._v[1]);
}
/** Unary vector subtract. */
inline Vec2b& operator -= (const Vec2b& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
return *this;
}
}; // end of class Vec2b
} // end of namespace osg
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_BOUNDINGSPHERE
#define OSG_BOUNDINGSPHERE 1
#include <osg/Config>
#include <osg/Export>
#include <osg/Vec3f>
#include <osg/Vec3d>
namespace osg {
template<typename VT>
class BoundingBoxImpl;
/** General purpose bounding sphere class for enclosing nodes/objects/vertices.
* Bounds internal osg::Nodes in the scene, assists in view frustum culling,
* etc. Similar in function to BoundingBox, it's quicker for evaluating
* culling but generally will not cull as aggressively because it encloses a
* greater volume.
*/
template<typename VT>
class BoundingSphereImpl
{
public:
typedef VT vec_type;
typedef typename VT::value_type value_type;
vec_type _center;
value_type _radius;
/** Construct a default bounding sphere with radius to -1.0f,
representing an invalid/unset bounding sphere.*/
BoundingSphereImpl() : _center(0.0,0.0,0.0),_radius(-1.0) {}
/** Creates a bounding sphere initialized to the given extents. */
BoundingSphereImpl(const vec_type& center, value_type radius) :
_center(center),_radius(radius) {}
/** Creates a bounding sphere initialized to the given extents. */
BoundingSphereImpl(const BoundingSphereImpl& bs) :
_center(bs._center),_radius(bs._radius) {}
/** Creates a bounding sphere initialized to the given extents. */
BoundingSphereImpl(const BoundingBoxImpl<VT>& bb) :
_center(0.0,0.0,0.0),_radius(-1.0) { expandBy(bb); }
/** Clear the bounding sphere. Reset to default values. */
inline void init()
{
_center.set(0.0,0.0,0.0);
_radius = -1.0;
}
/** Returns true of the bounding sphere extents are valid, false
* otherwise. */
inline bool valid() const { return _radius>=0.0; }
/** Set the bounding sphere to the given center/radius using floats. */
inline void set(const vec_type& center,value_type radius)
{
_center = center;
_radius = radius;
}
/** Returns the center of the bounding sphere. */
inline vec_type& center() { return _center; }
/** Returns the const center of the bounding sphere. */
inline const vec_type& center() const { return _center; }
/** Returns the radius of the bounding sphere. */
inline value_type& radius() { return _radius; }
/** Returns the const radius of the bounding sphere. */
inline value_type radius() const { return _radius; }
/** Returns the squared length of the radius. Note, For performance
* reasons, the calling method is responsible for checking to make
* sure the sphere is valid. */
inline value_type radius2() const { return _radius*_radius; }
/** Expands the sphere to encompass the given point. Repositions the
* sphere center to minimize the radius increase. If the sphere is
* uninitialized, set its center to v and radius to zero. */
template<typename vector_type>
void expandBy(const vector_type& v);
/** Expands the sphere to encompass the given point. Does not
* reposition the sphere center. If the sphere is
* uninitialized, set its center to v and radius to zero. */
template<typename vector_type>
void expandRadiusBy(const vector_type& v);
/** Expands the sphere to encompass the given sphere. Repositions the
* sphere center to minimize the radius increase. If the sphere is
* uninitialized, set its center and radius to match sh. */
void expandBy(const BoundingSphereImpl& sh);
/** Expands the sphere to encompass the given sphere. Does not
* repositions the sphere center. If the sphere is
* uninitialized, set its center and radius to match sh. */
void expandRadiusBy(const BoundingSphereImpl& sh);
/** Expands the sphere to encompass the given box. Repositions the
* sphere center to minimize the radius increase. */
void expandBy(const BoundingBoxImpl<VT>& bb);
/** Expands the sphere to encompass the given box. Does not
* repositions the sphere center. */
void expandRadiusBy(const BoundingBoxImpl<VT>& bb);
/** Returns true if v is within the sphere. */
inline bool contains(const vec_type& v) const
{
return valid() && ((v-_center).length2()<=radius2());
}
/** Returns true if there is a non-empty intersection with the given
* bounding sphere. */
inline bool intersects( const BoundingSphereImpl& bs ) const
{
return valid() && bs.valid() &&
((_center - bs._center).length2() <= (_radius +
bs._radius)*(_radius + bs._radius));
}
};
template<typename VT>
template<typename vector_type>
void BoundingSphereImpl<VT>::expandBy(const vector_type& v)
{
if (valid())
{
vec_type dv = v-_center;
value_type r = dv.length();
if (r>_radius)
{
value_type dr = (r-_radius)*0.5;
_center += dv*(dr/r);
_radius += dr;
} // else do nothing as vertex is within sphere.
}
else
{
_center = v;
_radius = 0.0;
}
}
template<typename VT>
template<typename vector_type>
void BoundingSphereImpl<VT>::expandRadiusBy(const vector_type& v)
{
if (valid())
{
value_type r = (v-_center).length();
if (r>_radius) _radius = r;
// else do nothing as vertex is within sphere.
}
else
{
_center = v;
_radius = 0.0;
}
}
template<typename VT>
void BoundingSphereImpl<VT>::expandBy(const BoundingSphereImpl& sh)
{
// ignore operation if incomming BoundingSphere is invalid.
if (!sh.valid()) return;
// This sphere is not set so use the inbound sphere
if (!valid())
{
_center = sh._center;
_radius = sh._radius;
return;
}
// Calculate d == The distance between the sphere centers
double d = ( _center - sh.center() ).length();
// New sphere is already inside this one
if ( d + sh.radius() <= _radius )
{
return;
}
// New sphere completely contains this one
if ( d + _radius <= sh.radius() )
{
_center = sh._center;
_radius = sh._radius;
return;
}
// Build a new sphere that completely contains the other two:
//
// The center point lies halfway along the line between the furthest
// points on the edges of the two spheres.
//
// Computing those two points is ugly - so we'll use similar triangles
double new_radius = (_radius + d + sh.radius() ) * 0.5;
double ratio = ( new_radius - _radius ) / d ;
_center[0] += ( sh.center()[0] - _center[0] ) * ratio;
_center[1] += ( sh.center()[1] - _center[1] ) * ratio;
_center[2] += ( sh.center()[2] - _center[2] ) * ratio;
_radius = new_radius;
}
template<typename VT>
void BoundingSphereImpl<VT>::expandRadiusBy(const BoundingSphereImpl& sh)
{
if (sh.valid())
{
if (valid())
{
value_type 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;
}
}
}
template<typename VT>
void BoundingSphereImpl<VT>::expandBy(const BoundingBoxImpl<VT>& bb)
{
if (bb.valid())
{
if (valid())
{
BoundingBoxImpl<vec_type> newbb(bb);
for(unsigned int c=0;c<8;++c)
{
vec_type 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();
}
}
}
template<typename VT>
void BoundingSphereImpl<VT>::expandRadiusBy(const BoundingBoxImpl<VT>& 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();
}
}
}
typedef BoundingSphereImpl<Vec3f> BoundingSpheref;
typedef BoundingSphereImpl<Vec3d> BoundingSphered;
#ifdef OSG_USE_FLOAT_BOUNDINGSPHERE
typedef BoundingSpheref BoundingSphere;
#else
typedef BoundingSphered BoundingSphere;
#endif
}
#endif
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