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This is a rework of #1644, targeted at Melodic.

getSquaredViewDepth() was not applying scene node transforms to the
bounding box' center, resulting in incorrect squared distance to camera.
Compute *local* bounding radius from bounding box size.
Bounding sphere should be local to bounding box, not consider max length of point vectors.
If the cloud is shifted strongly into some direction, those lengths will be large,
although the bounding box (and sphere) can be small.
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