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00023 inline
00024 BS::BS() {
00025 Invalidate();
00026 }
00027
00028 inline
00029 BS::BS(const BS &bs) :
00030 m_center(bs.m_center),
00031 m_radius(bs.m_radius)
00032 {
00033 }
00034
00035 inline
00036 BS::BS(const Point3 ¢er) :
00037 m_center(center)
00038 {
00039 Invalidate();
00040 }
00041
00042 inline
00043 BS::BS(const Point3 ¢er, Real radius) :
00044 m_center(center),
00045 m_radius(radius) {}
00046
00047 inline
00048 void BS::Invalidate() {
00049 m_radius = -1.0;
00050 }
00051
00052 inline
00053 void BS::ComputeSquareRadius() {
00054 m_radius2 = m_radius * m_radius;
00055 }
00056
00057 inline
00058 void BS::Include(const Point3 &point) {
00059 const Real d = Vector3(point - m_center).Norm();
00060
00061 if(d > m_radius)
00062 m_radius = d;
00063 }
00064
00065 inline
00066 void BS::Include(const AABB3 &aabb) {
00067 Include(Point3(aabb.m_min.m_x, aabb.m_min.m_y, aabb.m_min.m_z));
00068 Include(Point3(aabb.m_min.m_x, aabb.m_min.m_y, aabb.m_max.m_z));
00069 Include(Point3(aabb.m_min.m_x, aabb.m_max.m_y, aabb.m_min.m_z));
00070 Include(Point3(aabb.m_min.m_x, aabb.m_max.m_y, aabb.m_max.m_z));
00071 Include(Point3(aabb.m_max.m_x, aabb.m_min.m_y, aabb.m_min.m_z));
00072 Include(Point3(aabb.m_max.m_x, aabb.m_min.m_y, aabb.m_max.m_z));
00073 Include(Point3(aabb.m_max.m_x, aabb.m_max.m_y, aabb.m_min.m_z));
00074 Include(Point3(aabb.m_max.m_x, aabb.m_max.m_y, aabb.m_max.m_z));
00075 }
00076
00077 inline
00078 void BS::Include(const BS &bs) {
00079 const Real d = Vector3(bs.m_center - m_center).Norm() + bs.m_radius;
00080
00081 if(d > m_radius)
00082 m_radius = d;
00083 }
00084
00085 inline
00086 bool BS::Overlaps(const BS &bs) const {
00087 return Vector3(bs.m_center - m_center).Norm() < m_radius + bs.m_radius;
00088 }
00089
00090 inline
00091 bool BS::Contains(const Point3 &point) const {
00092 return Vector3(point - m_center).Norm() <= m_radius;
00093 }