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#include <Bnd_Sphere.hxx>
Bnd_Sphere::Bnd_Sphere()
: myCenter (0., 0., 0.),
myRadius (0.),
myIsValid (Standard_False),
myU (0),
myV (0)
{}
Bnd_Sphere::Bnd_Sphere( const gp_XYZ& theCenter, const Standard_Real theRadius,
const Standard_Integer theU, const Standard_Integer theV )
: myCenter (theCenter),
myRadius (theRadius),
myIsValid (Standard_False),
myU (theU),
myV (theV)
{}
void Bnd_Sphere::SquareDistances( const gp_XYZ& theXYZ,
Standard_Real& theMin, Standard_Real& theMax ) const
{
theMax = ( theXYZ - myCenter ).SquareModulus();
theMin = ( theMax - myRadius <0 ? 0.0 : theMax - myRadius * myRadius );
theMax += myRadius * myRadius;
}
void Bnd_Sphere::Distances( const gp_XYZ& theXYZ,
Standard_Real& theMin, Standard_Real& theMax ) const
{
theMax = ( theXYZ - myCenter ).Modulus();
theMin = ( theMax - myRadius <0 ? 0.0 : theMax - myRadius );
theMax += myRadius;
}
Standard_Boolean Bnd_Sphere::Project(const gp_XYZ& theNode, gp_XYZ& theProjNode, Standard_Real& theDist, Standard_Boolean& theInside) const
{
theProjNode = myCenter;
theDist = ( theNode - theProjNode ).Modulus();
theInside = Standard_True;
return Standard_True;
}
Standard_Real Bnd_Sphere::Distance(const gp_XYZ& theNode) const
{
return ( theNode - myCenter ).Modulus();
}
Standard_Real Bnd_Sphere::SquareDistance(const gp_XYZ& theNode) const
{
return ( theNode - myCenter ).SquareModulus();
}
void Bnd_Sphere::Add( const Bnd_Sphere& theOther)
{
if ( myRadius < 0.0 )
{
// not initialised yet
*this = theOther;
return;
}
const Standard_Real aDist = (myCenter - theOther.myCenter).Modulus();
if ( myRadius + aDist <= theOther.myRadius )
{
// the other sphere is larger and encloses this
*this = theOther;
return;
}
if ( theOther.myRadius + aDist <= myRadius )
return; // this sphere encloses other
// expansion
const Standard_Real dfR = ( aDist + myRadius + theOther.myRadius ) * 0.5;
const Standard_Real aParamOnDiam = ( dfR - myRadius ) / aDist;
myCenter = myCenter * ( 1.0 - aParamOnDiam ) + theOther.myCenter * aParamOnDiam;
myRadius = dfR;
myIsValid = Standard_False;
}
Standard_Boolean Bnd_Sphere::IsOut( const Bnd_Sphere& theOther ) const
{
return (myCenter - theOther.myCenter).SquareModulus() > (myRadius + theOther.myRadius) * (myRadius + theOther.myRadius);
}
Standard_Boolean Bnd_Sphere::IsOut( const gp_XYZ& theXYZ,
Standard_Real& theMaxDist) const
{
Standard_Real aCurMinDist, aCurMaxDist;
Distances( theXYZ, aCurMinDist, aCurMaxDist );
if ( aCurMinDist > theMaxDist )
return Standard_True;
if( myIsValid && aCurMaxDist < theMaxDist )
theMaxDist = aCurMaxDist;
return Standard_False;
}
Standard_Real Bnd_Sphere::SquareExtent() const
{
return 4 * myRadius * myRadius;
}
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