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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program 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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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#ifndef VCG_SPHERE_H
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#define VCG_SPHERE_H
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#include <vcg/point3.h>
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namespace vcg {
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/** \addtogroup space */
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/*@{*/
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/**
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Templated class for 3D sphere.
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This is the class for definition of a sphere in 3D space. It is stored just as a Point3 and a radius
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@param T (template parameter) Specifies the type of scalar used to represent coords.
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Various policy could be added to improve efficience (keeping square of radius for instance).
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*/
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template <class T> class Sphere {
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protected:
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Point3<T> _center;
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T _radius;
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public:
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Sphere(): radius(-1) {}
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Sphere(const Point3<T> ¢er, T radius): _center(center), _radius(radius) {}
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T &Radius() { return _radius; }
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const T &Radius() const { return _radius; }
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Point3<T> &Center() { return _center; }
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const Point3<T> &Center() const { return _center; }
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bool IsEmpty() const { return _radius < 0; }
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///return true if @param p - Center() <= Radius()
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bool IsIn(const Point3<T> &p) const;
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void Add(Point3<T> &p);
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void Add(const Sphere &sphere);
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};
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template <class T> void Sphere<T>::Add(const Sphere<T> &sphere) {
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if(IsEmpty()) {
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*this = sphere;
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return;
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}
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Point3<T> dist = sphere.center - _center;
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float distance = dist.Norm();
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float fartest = distance + sphere.Radius();
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if(fartest <= _radius)
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return;
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if(distance == 0)
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_radius = sphere.Radius();
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else {
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_center += dist * ((fartest - _radius) / (dist.Norm() * 2));
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_radius = (_radius + fartest)/2;
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}
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}
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template <class T> void Sphere<T>::Add(Point3<T> &p) {
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if(IsEmpty()) {
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_center = p;
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_radius = 0;
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}
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Point3<T> dist = p - _center;
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float fartest = dist.Norm();
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if(fartest <= _radius) return;
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_center += dist * ((fartest - _radius) / (fartest*2));
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_radius = (_radius + fartest)/2;
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}
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template <class T> bool Sphere<T>::IsIn(const Point3<T> &p) const {
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Point3<T> dist = p - _center;
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return dist.Norm() <= _radius;
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}
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} //namespace
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#endif
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