StelSphereGeometry.cpp   StelSphereGeometry.cpp 
skipping to change at line 401 skipping to change at line 401
{ {
// Both points inside, nothing to do // Both points inside, nothing to do
return true; return true;
} }
else else
{ {
// v1 inside, v2 outside. Return segment v1 -- inter section // v1 inside, v2 outside. Return segment v1 -- inter section
Vec3d v = v1^v2; Vec3d v = v1^v2;
v.normalize(); v.normalize();
Vec3d vv; Vec3d vv;
SphericalCap::intersectionPoints(*this, SphericalCap if (!SphericalCap::intersectionPoints(*this, Spheric
(v, 0), v, vv); alCap(v, 0), v, vv))
return false;
const float cosDist = v1*v2; const float cosDist = v1*v2;
v2 = (v1*v >= cosDist && v2*v >= cosDist) ? v : vv; v2 = (v1*v >= cosDist && v2*v >= cosDist) ? v : vv;
return true; return true;
} }
} }
else else
{ {
if (b2) if (b2)
{ {
// v2 inside, v1 outside. Return segment v2 -- inter section // v2 inside, v1 outside. Return segment v2 -- inter section
Vec3d v = v1^v2; Vec3d v = v1^v2;
v.normalize(); v.normalize();
Vec3d vv; Vec3d vv;
SphericalCap::intersectionPoints(*this, SphericalCap if (!SphericalCap::intersectionPoints(*this, Spheric
(v, 0), v, vv); alCap(v, 0), v, vv))
return false;
const float cosDist = v1*v2; const float cosDist = v1*v2;
v1 = (v1*v >= cosDist && v2*v >= cosDist) ? v : vv; v1 = (v1*v >= cosDist && v2*v >= cosDist) ? v : vv;
return true; return true;
} }
else else
{ {
// Both points outside // Both points outside
Vec3d v = v1^v2; Vec3d v = v1^v2;
v.normalize(); v.normalize();
Vec3d vv; Vec3d vv;
 End of changes. 2 change blocks. 
4 lines changed or deleted 6 lines changed or added

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