+
+Box
+Sphere::CalcBounds()
+{
+ Vec3f min(m_center[0] - m_radius/2, m_center[1] - m_radius/2,
+ m_center[2] - m_radius/2);
+ Vec3f max(m_center[0] + m_radius/2, m_center[1] + m_radius/2,
+ m_center[2] + m_radius/2);
+ return Box(min, max);
+}
+
+bool
+Sphere::InVoxel(const Box& box)
+{
+ return CalcBounds().Overlaps(box);
+}