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-rw-r--r--src/render/frontend/sphere.cpp48
1 files changed, 0 insertions, 48 deletions
diff --git a/src/render/frontend/sphere.cpp b/src/render/frontend/sphere.cpp
index 470dbfe59..0caeed9f1 100644
--- a/src/render/frontend/sphere.cpp
+++ b/src/render/frontend/sphere.cpp
@@ -93,54 +93,6 @@ bool intersectRaySphere(const Qt3DRender::RayCasting::QRay3D &ray, const Qt3DRen
return true;
}
-inline QPair<int, int> findExtremePoints(const QVector<Vector3D> &points)
-{
- // Find indices of extreme points along x, y, and z axes
- int xMin = 0, xMax = 0, yMin = 0, yMax = 0, zMin = 0, zMax = 0;
- for (int i = 1; i < points.size(); ++i) {
- const Vector3D &p = points.at(i);
- if (p.x() < points[xMin].x())
- xMin = i;
- if (p.x() > points[xMax].x())
- xMax = i;
- if (p.y() < points[yMin].y())
- yMin = i;
- if (p.y() > points[yMax].y())
- yMax = i;
- if (p.z() < points[zMin].z())
- zMin = i;
- if (p.z() > points[zMax].z())
- zMax = i;
- }
-
- // Calculate squared distance for the pairs of points
- const float xDist2 = (points.at(xMax) - points.at(xMin)).lengthSquared();
- const float yDist2 = (points.at(yMax) - points.at(yMin)).lengthSquared();
- const float zDist2 = (points.at(zMax) - points.at(zMin)).lengthSquared();
-
- // Select most distant pair
- QPair<int, int> extremeIndices(xMin, xMax);
- if (yDist2 > xDist2 && yDist2 > zDist2)
- extremeIndices = qMakePair(yMin, yMax);
- if (zDist2 > xDist2 && zDist2 > yDist2)
- extremeIndices = qMakePair(zMin, zMax);
-
- return extremeIndices;
-}
-
-inline void sphereFromExtremePoints(Qt3DRender::Render::Sphere &s, const QVector<Vector3D> &points)
-{
- // Find two most separated points on any of the basis vectors
- QPair<int, int> extremeIndices = findExtremePoints(points);
-
- // Construct sphere to contain these two points
- const Vector3D &p = points.at(extremeIndices.first);
- const Vector3D &q = points.at(extremeIndices.second);
- const Vector3D c = 0.5f * (p + q);
- s.setCenter(c);
- s.setRadius((q - c).length());
-}
-
inline void constructRitterSphere(Qt3DRender::Render::Sphere &s, const QVector<Vector3D> &points)
{
//def bounding_sphere(points):