raytrace.cpp

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00001 
00032 #include "linden_common.h"
00033 
00034 #include "math.h"
00035 //#include "vmath.h"
00036 #include "v3math.h"
00037 #include "llquaternion.h"
00038 #include "m3math.h"
00039 #include "raytrace.h"
00040 
00041 
00042 BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
00043                                 const LLVector3 &plane_point, const LLVector3 plane_normal, 
00044                                 LLVector3 &intersection)
00045 {
00046         F32 N = line_direction * plane_normal;
00047         if (0.0f == N)
00048         {
00049                 // line is perpendicular to plane normal
00050                 // so it is either entirely on plane, or not on plane at all
00051                 return FALSE;
00052         }
00053         // Ax + By, + Cz + D = 0
00054         // D = - (plane_point * plane_normal)
00055         // N = line_direction * plane_normal
00056         // intersection = line_point - ((D + plane_normal * line_point) / N) * line_direction
00057         intersection = line_point - ((plane_normal * line_point - plane_point * plane_normal) / N) * line_direction;
00058         return TRUE;
00059 }
00060 
00061 
00062 BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00063                            const LLVector3 &plane_point, const LLVector3 plane_normal, 
00064                            LLVector3 &intersection)
00065 {
00066         F32 N = ray_direction * plane_normal;
00067         if (0.0f == N)
00068         {
00069                 // ray is perpendicular to plane normal
00070                 // so it is either entirely on plane, or not on plane at all
00071                 return FALSE;
00072         }
00073         // Ax + By, + Cz + D = 0
00074         // D = - (plane_point * plane_normal)
00075         // N = ray_direction * plane_normal
00076         // intersection = ray_point - ((D + plane_normal * ray_point) / N) * ray_direction
00077         F32 alpha = -(plane_normal * ray_point - plane_point * plane_normal) / N;
00078         if (alpha < 0.0f)
00079         {
00080                 // ray points away from plane
00081                 return FALSE;
00082         }
00083         intersection = ray_point + alpha * ray_direction;
00084         return TRUE;
00085 }
00086 
00087 
00088 BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00089                                 const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
00090                                 LLVector3 &intersection)
00091 {
00092         if (ray_plane(ray_point, ray_direction, circle_center, plane_normal, intersection))
00093         {
00094                 if (circle_radius >= (intersection - circle_center).magVec())
00095                 {
00096                         return TRUE;
00097                 }
00098         }
00099         return FALSE;
00100 }
00101 
00102 
00103 BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00104                                   const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2, 
00105                                   LLVector3 &intersection, LLVector3 &intersection_normal)
00106 {
00107         LLVector3 side_01 = point_1 - point_0;
00108         LLVector3 side_12 = point_2 - point_1;
00109 
00110         intersection_normal = side_01 % side_12;
00111         intersection_normal.normVec();
00112 
00113         if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection))
00114         {
00115                 LLVector3 side_20 = point_0 - point_2;
00116                 if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f  &&
00117                         intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f  &&
00118                         intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f)
00119                 {
00120                         return TRUE;
00121                 }
00122         }
00123         return FALSE;
00124 }
00125 
00126 
00127 // assumes a parallelogram
00128 BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00129                                         const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
00130                                         LLVector3 &intersection, LLVector3 &intersection_normal)
00131 {
00132         LLVector3 side_01 = point_1 - point_0;
00133         LLVector3 side_12 = point_2 - point_1;
00134 
00135         intersection_normal = side_01 % side_12;
00136         intersection_normal.normVec();
00137 
00138         if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection))
00139         {
00140                 LLVector3 point_3 = point_0 + (side_12);
00141                 LLVector3 side_23 = point_3 - point_2;
00142                 LLVector3 side_30 = point_0 - point_3;
00143                 if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f  &&
00144                         intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f  &&
00145                         intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f  &&
00146                         intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f)
00147                 {
00148                         return TRUE;
00149                 }
00150         }
00151         return FALSE;
00152 }
00153 
00154 
00155 BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00156                                 const LLVector3 &sphere_center, F32 sphere_radius,
00157                                 LLVector3 &intersection, LLVector3 &intersection_normal)
00158 {
00159         LLVector3 ray_to_sphere = sphere_center - ray_point;
00160         F32 dot = ray_to_sphere * ray_direction;
00161 
00162         LLVector3 closest_approach = dot * ray_direction - ray_to_sphere;
00163 
00164         F32 shortest_distance = closest_approach.magVecSquared();
00165         F32 radius_squared = sphere_radius * sphere_radius;
00166         if (shortest_distance > radius_squared)
00167         {
00168                 return FALSE;
00169         }
00170 
00171         F32 half_chord = (F32) sqrt(radius_squared - shortest_distance);
00172         closest_approach = sphere_center + closest_approach;                    // closest_approach now in absolute coordinates
00173         intersection = closest_approach + half_chord * ray_direction;
00174         dot = ray_direction * (intersection - ray_point);
00175         if (dot < 0.0f)
00176         {
00177                 // ray shoots away from sphere and is not inside it
00178                 return FALSE;
00179         }
00180 
00181         shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point);
00182         if (shortest_distance > 0.0f)
00183         {
00184                 // ray enters sphere 
00185                 intersection = intersection - (2.0f * half_chord) * ray_direction;
00186         }
00187         else
00188         {
00189                 // do nothing
00190                 // ray starts inside sphere and intersects as it leaves the sphere
00191         }
00192 
00193         intersection_normal = intersection - sphere_center;
00194         if (sphere_radius > 0.0f)
00195         {
00196                 intersection_normal *= 1.0f / sphere_radius;
00197         }
00198         else
00199         {
00200                 intersection_normal.setVec(0.0f, 0.0f, 0.0f);
00201         }
00202         
00203         return TRUE;
00204 }
00205 
00206 
00207 BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00208                                   const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
00209                                   LLVector3 &intersection, LLVector3 &intersection_normal)
00210 {
00211         // calculate the centers of the cylinder caps in the absolute frame
00212         LLVector3 cyl_top(0.0f, 0.0f, 0.5f * cyl_scale.mV[VZ]);
00213         LLVector3 cyl_bottom(0.0f, 0.0f, -cyl_top.mV[VZ]);
00214         cyl_top = (cyl_top * cyl_rotation) + cyl_center;
00215         cyl_bottom = (cyl_bottom * cyl_rotation) + cyl_center;
00216 
00217         // we only handle cylinders with circular cross-sections at the moment
00218         F32 cyl_radius = 0.5f * llmax(cyl_scale.mV[VX], cyl_scale.mV[VY]);      // HACK until scaled cylinders are supported
00219 
00220         // This implementation is based on the intcyl() function from Graphics_Gems_IV, page 361
00221         LLVector3   cyl_axis;                                                           // axis direction (bottom toward top)
00222         LLVector3       ray_to_cyl;                                                             // ray_point to cyl_top
00223         F32             shortest_distance;                                              // shortest distance from ray to axis
00224         F32             cyl_length;
00225         LLVector3       shortest_direction;
00226         LLVector3       temp_vector;
00227 
00228         cyl_axis = cyl_bottom - cyl_top;
00229         cyl_length = cyl_axis.normVec();
00230         ray_to_cyl = ray_point - cyl_bottom;
00231         shortest_direction = ray_direction % cyl_axis;
00232         shortest_distance = shortest_direction.normVec();       // recycle shortest_distance
00233 
00234         // check for ray parallel to cylinder axis
00235         if (0.0f == shortest_distance)
00236         {
00237                 // ray is parallel to cylinder axis
00238                 temp_vector = ray_to_cyl - (ray_to_cyl * cyl_axis) * cyl_axis;
00239                 shortest_distance = temp_vector.magVec();
00240                 if (shortest_distance <= cyl_radius)
00241                 {
00242                         shortest_distance = ray_to_cyl * cyl_axis;
00243                         F32 dot = ray_direction * cyl_axis;
00244 
00245                         if (shortest_distance > 0.0)
00246                         {
00247                                 if (dot > 0.0f)
00248                                 {
00249                                         // ray points away from cylinder bottom
00250                                         return FALSE;
00251                                 }
00252                                 // ray hit bottom of cylinder from outside 
00253                                 intersection = ray_point - shortest_distance * cyl_axis;
00254                                 intersection_normal = cyl_axis;
00255 
00256                         }
00257                         else if (shortest_distance > -cyl_length)
00258                         {
00259                                 // ray starts inside cylinder
00260                                 if (dot < 0.0f)
00261                                 {
00262                                         // ray hit top from inside
00263                                         intersection = ray_point - (cyl_length + shortest_distance) * cyl_axis;
00264                                         intersection_normal = -cyl_axis;
00265                                 }
00266                                 else
00267                                 {
00268                                         // ray hit bottom from inside
00269                                         intersection = ray_point - shortest_distance * cyl_axis;
00270                                         intersection_normal = cyl_axis;
00271                                 }
00272                         }
00273                         else
00274                         {
00275                                 if (dot < 0.0f)
00276                                 {
00277                                         // ray points away from cylinder bottom
00278                                         return FALSE;
00279                                 }
00280                                 // ray hit top from outside
00281                                 intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis;
00282                                 intersection_normal = -cyl_axis;
00283                         }
00284                         return TRUE;
00285                 }
00286                 return FALSE;
00287         }
00288 
00289         // check for intersection with infinite cylinder
00290         shortest_distance = (F32) fabs(ray_to_cyl * shortest_direction);
00291         if (shortest_distance <= cyl_radius)
00292         {
00293                 F32             dist_to_closest_point;                          // dist from ray_point to closest_point
00294                 F32             half_chord_length;                                      // half length of intersection chord
00295                 F32             in, out;                                                        // distances to entering/exiting points
00296                 temp_vector = ray_to_cyl % cyl_axis;
00297                 dist_to_closest_point = - (temp_vector * shortest_direction);
00298                 temp_vector = shortest_direction % cyl_axis;
00299                 temp_vector.normVec();
00300                 half_chord_length = (F32) fabs( sqrt(cyl_radius*cyl_radius - shortest_distance * shortest_distance) /
00301                                                         (ray_direction * temp_vector) );
00302 
00303                 out = dist_to_closest_point + half_chord_length;        // dist to exiting point
00304                 if (out < 0.0f)
00305                 {
00306                         // cylinder is behind the ray, so we return FALSE
00307                         return FALSE;
00308                 }
00309 
00310                 in = dist_to_closest_point - half_chord_length;         // dist to entering point
00311                 if (in < 0.0f)
00312                 {
00313                         // ray_point is inside the cylinder
00314                         // so we store the exiting intersection
00315                         intersection = ray_point + out * ray_direction;
00316                         shortest_distance = out;
00317                 }
00318                 else
00319                 {
00320                         // ray hit cylinder from outside
00321                         // so we store the entering intersection
00322                         intersection = ray_point + in * ray_direction;
00323                         shortest_distance = in;
00324                 }
00325 
00326                 // calculate the normal at intersection
00327                 if (0.0f == cyl_radius)
00328                 {
00329                         intersection_normal.setVec(0.0f, 0.0f, 0.0f);
00330                 }
00331                 else
00332                 {
00333                         temp_vector = intersection - cyl_bottom;        
00334                         intersection_normal = temp_vector - (temp_vector * cyl_axis) * cyl_axis;
00335                         intersection_normal.normVec();
00336                 }
00337 
00338                 // check for intersection with end caps
00339                 // calculate intersection of ray and top plane
00340                 if (line_plane(ray_point, ray_direction, cyl_top, -cyl_axis, temp_vector))      // NOTE side-effect: changing temp_vector
00341                 {
00342                         shortest_distance = (temp_vector - ray_point).magVec();
00343                         if ( (ray_direction * cyl_axis) > 0.0f)
00344                         {
00345                                 // ray potentially enters the cylinder at top
00346                                 if (shortest_distance > out)
00347                                 {
00348                                         // ray missed the finite cylinder
00349                                         return FALSE;
00350                                 }
00351                                 if (shortest_distance > in)
00352                                 {
00353                                         // ray intersects cylinder at top plane
00354                                         intersection = temp_vector;
00355                                         intersection_normal = -cyl_axis;
00356                                         return TRUE;
00357                                 }
00358                         }
00359                         else
00360                         {
00361                                 // ray potentially exits the cylinder at top
00362                                 if (shortest_distance < in)
00363                                 {
00364                                         // missed the finite cylinder
00365                                         return FALSE;
00366                                 }
00367                         }
00368 
00369                         // calculate intersection of ray and bottom plane
00370                         line_plane(ray_point, ray_direction, cyl_bottom, cyl_axis, temp_vector); // NOTE side-effect: changing temp_vector
00371                         shortest_distance = (temp_vector - ray_point).magVec();
00372                         if ( (ray_direction * cyl_axis) < 0.0)
00373                         {
00374                                 // ray potentially enters the cylinder at bottom
00375                                 if (shortest_distance > out)
00376                                 {
00377                                         // ray missed the finite cylinder
00378                                         return FALSE;
00379                                 }
00380                                 if (shortest_distance > in)
00381                                 {
00382                                         // ray intersects cylinder at bottom plane
00383                                         intersection = temp_vector;
00384                                         intersection_normal = cyl_axis;
00385                                         return TRUE;
00386                                 }
00387                         }
00388                         else
00389                         {
00390                                 // ray potentially exits the cylinder at bottom
00391                                 if (shortest_distance < in)
00392                                 {
00393                                         // ray missed the finite cylinder
00394                                         return FALSE;
00395                                 }
00396                         }
00397 
00398                 }
00399                 else
00400                 {
00401                         // ray is parallel to end cap planes
00402                         temp_vector = cyl_bottom - ray_point;
00403                         shortest_distance = temp_vector * cyl_axis;
00404                         if (shortest_distance < 0.0f  ||  shortest_distance > cyl_length)
00405                         {
00406                                 // ray missed finite cylinder
00407                                 return FALSE;
00408                         }
00409                 }
00410 
00411                 return TRUE;
00412         }
00413 
00414         return FALSE;
00415 }
00416 
00417 
00418 U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction, 
00419                         const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
00420                         LLVector3 &intersection, LLVector3 &intersection_normal)
00421 {
00422 
00423         // Need to rotate into box frame
00424         LLQuaternion into_box_frame(box_rotation);              // rotates things from box frame to absolute
00425         into_box_frame.conjQuat();                                              // now rotates things into box frame
00426         LLVector3 line_point = (ray_point - box_center) * into_box_frame;
00427         LLVector3 line_direction = ray_direction * into_box_frame;
00428 
00429         // Suppose we have a plane:  Ax + By + Cz + D = 0
00430         // then, assuming [A, B, C] is a unit vector:
00431         //
00432         //    plane_normal = [A, B, C] 
00433         //    D = - (plane_normal * plane_point)
00434         // 
00435         // Suppose we have a line:  X = line_point + alpha * line_direction
00436         //
00437         // the intersection of the plane and line determines alpha
00438         //
00439         //    alpha = - (D + plane_normal * line_point) / (plane_normal * line_direction)
00440 
00441         LLVector3 line_plane_intersection;
00442 
00443         F32 pointX = line_point.mV[VX];
00444         F32 pointY = line_point.mV[VY];
00445         F32 pointZ = line_point.mV[VZ];
00446 
00447         F32 dirX = line_direction.mV[VX];
00448         F32 dirY = line_direction.mV[VY];
00449         F32 dirZ = line_direction.mV[VZ];
00450 
00451         // we'll be using the half-scales of the box
00452         F32 boxX = 0.5f * box_scale.mV[VX];
00453         F32 boxY = 0.5f * box_scale.mV[VY];
00454         F32 boxZ = 0.5f * box_scale.mV[VZ];
00455 
00456         // check to see if line_point is OUTSIDE the box
00457         if (pointX < -boxX ||
00458                 pointX >  boxX ||
00459                 pointY < -boxY ||
00460                 pointY >  boxY ||
00461                 pointZ < -boxZ ||
00462                 pointZ >  boxZ) 
00463         {
00464                 // -------------- point is OUTSIDE the box ----------------
00465 
00466                 // front
00467                 if (pointX > 0.0f  &&  dirX < 0.0f)
00468                 {
00469                         // plane_normal                = [ 1, 0, 0]
00470                         // plane_normal*line_point     = pointX
00471                         // plane_normal*line_direction = dirX
00472                         // D                           = -boxX
00473                         // alpha                       = - (-boxX + pointX) / dirX
00474                         line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction;
00475                         if (line_plane_intersection.mV[VY] <  boxY &&
00476                                 line_plane_intersection.mV[VY] > -boxY &&
00477                                 line_plane_intersection.mV[VZ] <  boxZ &&
00478                                 line_plane_intersection.mV[VZ] > -boxZ )
00479                         {
00480                                 intersection = (line_plane_intersection * box_rotation) + box_center;
00481                                 intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation;
00482                                 return FRONT_SIDE;
00483                         }
00484                 }
00485         
00486                 // back
00487                 if (pointX < 0.0f  &&  dirX > 0.0f)
00488                 {
00489                         // plane_normal                = [ -1, 0, 0]
00490                         // plane_normal*line_point     = -pX 
00491                         // plane_normal*line_direction = -direction.mV[VX]
00492                         // D                           = -bX
00493                         // alpha                       = - (-bX - pX) / (-dirX)
00494                         line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction;
00495                         if (line_plane_intersection.mV[VY] <  boxY &&
00496                                 line_plane_intersection.mV[VY] > -boxY &&
00497                                 line_plane_intersection.mV[VZ] <  boxZ &&
00498                                 line_plane_intersection.mV[VZ] > -boxZ )
00499                         {
00500                                 intersection = (line_plane_intersection * box_rotation) + box_center;
00501                                 intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation;
00502                                 return BACK_SIDE;
00503                         }
00504                 }
00505         
00506                 // left
00507                 if (pointY > 0.0f  &&  dirY < 0.0f)
00508                 {
00509                         // plane_normal                = [0, 1, 0]
00510                         // plane_normal*line_point     = pointY 
00511                         // plane_normal*line_direction = dirY
00512                         // D                           = -boxY
00513                         // alpha                       = - (-boxY + pointY) / dirY
00514                         line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction;
00515 
00516                         if (line_plane_intersection.mV[VX] <  boxX &&
00517                                 line_plane_intersection.mV[VX] > -boxX &&
00518                                 line_plane_intersection.mV[VZ] <  boxZ &&
00519                                 line_plane_intersection.mV[VZ] > -boxZ )
00520                         {
00521                                 intersection = (line_plane_intersection * box_rotation) + box_center;
00522                                 intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation;
00523                                 return LEFT_SIDE;
00524                         }
00525                 }
00526         
00527                 // right
00528                 if (pointY < 0.0f  &&  dirY > 0.0f)
00529                 {
00530                         // plane_normal                = [0, -1, 0]
00531                         // plane_normal*line_point     = -pointY 
00532                         // plane_normal*line_direction = -dirY
00533                         // D                           = -boxY
00534                         // alpha                       = - (-boxY - pointY) / (-dirY)
00535                         line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction;
00536                         if (line_plane_intersection.mV[VX] <  boxX &&
00537                                 line_plane_intersection.mV[VX] > -boxX &&
00538                                 line_plane_intersection.mV[VZ] <  boxZ &&
00539                                 line_plane_intersection.mV[VZ] > -boxZ )
00540                         {
00541                                 intersection = (line_plane_intersection * box_rotation) + box_center;
00542                                 intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation;
00543                                 return RIGHT_SIDE;
00544                         }
00545                 }
00546         
00547                 // top
00548                 if (pointZ > 0.0f  &&  dirZ < 0.0f)
00549                 {
00550                         // plane_normal                = [0, 0, 1]
00551                         // plane_normal*line_point     = pointZ 
00552                         // plane_normal*line_direction = dirZ
00553                         // D                           = -boxZ
00554                         // alpha                       = - (-boxZ + pointZ) / dirZ
00555                         line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction;
00556                         if (line_plane_intersection.mV[VX] <  boxX &&
00557                                 line_plane_intersection.mV[VX] > -boxX &&
00558                                 line_plane_intersection.mV[VY] <  boxY &&
00559                                 line_plane_intersection.mV[VY] > -boxY )
00560                         {
00561                                 intersection = (line_plane_intersection * box_rotation) + box_center;
00562                                 intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation;
00563                                 return TOP_SIDE;
00564                         }
00565                 }
00566         
00567                 // bottom
00568                 if (pointZ < 0.0f  &&  dirZ > 0.0f)
00569                 {
00570                         // plane_normal                = [0, 0, -1]
00571                         // plane_normal*line_point     = -pointZ 
00572                         // plane_normal*line_direction = -dirZ
00573                         // D                           = -boxZ
00574                         // alpha                       = - (-boxZ - pointZ) / (-dirZ)
00575                         line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction;
00576                         if (line_plane_intersection.mV[VX] <  boxX &&
00577                                 line_plane_intersection.mV[VX] > -boxX &&
00578                                 line_plane_intersection.mV[VY] <  boxY &&
00579                                 line_plane_intersection.mV[VY] > -boxY )
00580                         {
00581                                 intersection = (line_plane_intersection * box_rotation) + box_center;
00582                                 intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation;
00583                                 return BOTTOM_SIDE;
00584                         }
00585                 }
00586                 return NO_SIDE;
00587         }
00588 
00589         // -------------- point is INSIDE the box ----------------
00590 
00591         // front
00592         if (dirX > 0.0f)
00593         {
00594                 // plane_normal                = [ 1, 0, 0]
00595                 // plane_normal*line_point     = pointX
00596                 // plane_normal*line_direction = dirX
00597                 // D                           = -boxX
00598                 // alpha                       = - (-boxX + pointX) / dirX
00599                 line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction;
00600                 if (line_plane_intersection.mV[VY] <  boxY &&
00601                         line_plane_intersection.mV[VY] > -boxY &&
00602                         line_plane_intersection.mV[VZ] <  boxZ &&
00603                         line_plane_intersection.mV[VZ] > -boxZ )
00604                 {
00605                         intersection = (line_plane_intersection * box_rotation) + box_center;
00606                         intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation;
00607                         return FRONT_SIDE;
00608                 }
00609         }
00610 
00611         // back
00612         if (dirX < 0.0f)
00613         {
00614                 // plane_normal                = [ -1, 0, 0]
00615                 // plane_normal*line_point     = -pX 
00616                 // plane_normal*line_direction = -direction.mV[VX]
00617                 // D                           = -bX
00618                 // alpha                       = - (-bX - pX) / (-dirX)
00619                 line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction;
00620                 if (line_plane_intersection.mV[VY] <  boxY &&
00621                         line_plane_intersection.mV[VY] > -boxY &&
00622                         line_plane_intersection.mV[VZ] <  boxZ &&
00623                         line_plane_intersection.mV[VZ] > -boxZ )
00624                 {
00625                         intersection = (line_plane_intersection * box_rotation) + box_center;
00626                         intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation;
00627                         return BACK_SIDE;
00628                 }
00629         }
00630 
00631         // left
00632         if (dirY > 0.0f)
00633         {
00634                 // plane_normal                = [0, 1, 0]
00635                 // plane_normal*line_point     = pointY 
00636                 // plane_normal*line_direction = dirY
00637                 // D                           = -boxY
00638                 // alpha                       = - (-boxY + pointY) / dirY
00639                 line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction;
00640 
00641                 if (line_plane_intersection.mV[VX] <  boxX &&
00642                         line_plane_intersection.mV[VX] > -boxX &&
00643                         line_plane_intersection.mV[VZ] <  boxZ &&
00644                         line_plane_intersection.mV[VZ] > -boxZ )
00645                 {
00646                         intersection = (line_plane_intersection * box_rotation) + box_center;
00647                         intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation;
00648                         return LEFT_SIDE;
00649                 }
00650         }
00651 
00652         // right
00653         if (dirY < 0.0f)
00654         {
00655                 // plane_normal                = [0, -1, 0]
00656                 // plane_normal*line_point     = -pointY 
00657                 // plane_normal*line_direction = -dirY
00658                 // D                           = -boxY
00659                 // alpha                       = - (-boxY - pointY) / (-dirY)
00660                 line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction;
00661                 if (line_plane_intersection.mV[VX] <  boxX &&
00662                         line_plane_intersection.mV[VX] > -boxX &&
00663                         line_plane_intersection.mV[VZ] <  boxZ &&
00664                         line_plane_intersection.mV[VZ] > -boxZ )
00665                 {
00666                         intersection = (line_plane_intersection * box_rotation) + box_center;
00667                         intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation;
00668                         return RIGHT_SIDE;
00669                 }
00670         }
00671 
00672         // top
00673         if (dirZ > 0.0f)
00674         {
00675                 // plane_normal                = [0, 0, 1]
00676                 // plane_normal*line_point     = pointZ 
00677                 // plane_normal*line_direction = dirZ
00678                 // D                           = -boxZ
00679                 // alpha                       = - (-boxZ + pointZ) / dirZ
00680                 line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction;
00681                 if (line_plane_intersection.mV[VX] <  boxX &&
00682                         line_plane_intersection.mV[VX] > -boxX &&
00683                         line_plane_intersection.mV[VY] <  boxY &&
00684                         line_plane_intersection.mV[VY] > -boxY )
00685                 {
00686                         intersection = (line_plane_intersection * box_rotation) + box_center;
00687                         intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation;
00688                         return TOP_SIDE;
00689                 }
00690         }
00691 
00692         // bottom
00693         if (dirZ < 0.0f)
00694         {
00695                 // plane_normal                = [0, 0, -1]
00696                 // plane_normal*line_point     = -pointZ 
00697                 // plane_normal*line_direction = -dirZ
00698                 // D                           = -boxZ
00699                 // alpha                       = - (-boxZ - pointZ) / (-dirZ)
00700                 line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction;
00701                 if (line_plane_intersection.mV[VX] <  boxX &&
00702                         line_plane_intersection.mV[VX] > -boxX &&
00703                         line_plane_intersection.mV[VY] <  boxY &&
00704                         line_plane_intersection.mV[VY] > -boxY )
00705                 {
00706                         intersection = (line_plane_intersection * box_rotation) + box_center;
00707                         intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation;
00708                         return BOTTOM_SIDE;
00709                 }
00710         }
00711 
00712         // should never get here unless line instersects at tangent point on edge or corner
00713         // however such cases will be EXTREMELY rare
00714         return NO_SIDE;
00715 }
00716 
00717 
00718 BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00719                            const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
00720                            LLVector3 &intersection, LLVector3 &intersection_normal)
00721 {
00722         //      (0)              Z  
00723         //      /| \             .  
00724         //    (1)|  \           /|\  _.Y
00725         //     | \   \           |   /|
00726         //     | |\   \          |  /
00727         //     | | \(0)\         | / 
00728         //     | |  \   \        |/
00729         //     | |   \   \      (*)----> X  
00730         //     |(3)---\---(2)      
00731         //     |/      \  /        
00732         //    (4)-------(5)        
00733 
00734         // need to calculate the points of the prism so we can run ray tests with each face
00735         F32 x = prism_scale.mV[VX];
00736         F32 y = prism_scale.mV[VY];
00737         F32 z = prism_scale.mV[VZ];
00738 
00739         F32 tx = x * 2.0f / 3.0f;
00740         F32 ty = y * 0.5f;
00741         F32 tz = z * 2.0f / 3.0f;
00742 
00743         LLVector3 point0(tx-x,  ty, tz);
00744         LLVector3 point1(tx-x, -ty, tz);
00745         LLVector3 point2(tx,    ty, tz-z);
00746         LLVector3 point3(tx-x,  ty, tz-z);
00747         LLVector3 point4(tx-x, -ty, tz-z);
00748         LLVector3 point5(tx,   -ty, tz-z);
00749 
00750         // transform these points into absolute frame
00751         point0 = (point0 * prism_rotation) + prism_center;
00752         point1 = (point1 * prism_rotation) + prism_center;
00753         point2 = (point2 * prism_rotation) + prism_center;
00754         point3 = (point3 * prism_rotation) + prism_center;
00755         point4 = (point4 * prism_rotation) + prism_center;
00756         point5 = (point5 * prism_rotation) + prism_center;
00757 
00758         // test ray intersection for each face
00759         BOOL b_hit = FALSE;
00760         LLVector3 face_intersection, face_normal;
00761         F32 distance_squared = 0.0f;
00762         F32 temp;
00763 
00764         // face 0
00765         if (ray_direction * ( (point0 - point2) % (point5 - point2)) < 0.0f  && 
00766                 ray_quadrangle(ray_point, ray_direction, point5, point2, point0, intersection, intersection_normal))
00767         {
00768                 distance_squared = (ray_point - intersection).magVecSquared();
00769                 b_hit = TRUE;
00770         }
00771 
00772         // face 1
00773         if (ray_direction * ( (point0 - point3) % (point2 - point3)) < 0.0f  &&
00774                 ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
00775         {
00776                 if (TRUE == b_hit)
00777                 {
00778                         temp = (ray_point - face_intersection).magVecSquared();
00779                         if (temp < distance_squared)
00780                         {
00781                                 distance_squared = temp;
00782                                 intersection = face_intersection;
00783                                 intersection_normal = face_normal;
00784                         }
00785                 }
00786                 else 
00787                 {
00788                         distance_squared = (ray_point - face_intersection).magVecSquared();
00789                         intersection = face_intersection;
00790                         intersection_normal = face_normal;
00791                         b_hit = TRUE;
00792                 }
00793         }
00794         
00795         // face 2
00796         if (ray_direction * ( (point1 - point4) % (point3 - point4)) < 0.0f  &&
00797                 ray_quadrangle(ray_point, ray_direction, point3, point4, point1, face_intersection, face_normal))
00798         {
00799                 if (TRUE == b_hit)
00800                 {
00801                         temp = (ray_point - face_intersection).magVecSquared();
00802                         if (temp < distance_squared)
00803                         {
00804                                 distance_squared = temp;
00805                                 intersection = face_intersection;
00806                                 intersection_normal = face_normal;
00807                         }
00808                 }
00809                 else 
00810                 {
00811                         distance_squared = (ray_point - face_intersection).magVecSquared();
00812                         intersection = face_intersection;
00813                         intersection_normal = face_normal;
00814                         b_hit = TRUE;
00815                 }
00816         }
00817         
00818         // face 3
00819         if (ray_direction * ( (point5 - point4) % (point1 - point4)) < 0.0f  &&
00820                 ray_triangle(ray_point, ray_direction, point1, point4, point5, face_intersection, face_normal))
00821         {
00822                 if (TRUE == b_hit)
00823                 {
00824                         temp = (ray_point - face_intersection).magVecSquared();
00825                         if (temp < distance_squared)
00826                         {
00827                                 distance_squared = temp;
00828                                 intersection = face_intersection;
00829                                 intersection_normal = face_normal;
00830                         }
00831                 }
00832                 else 
00833                 {
00834                         distance_squared = (ray_point - face_intersection).magVecSquared();
00835                         intersection = face_intersection;
00836                         intersection_normal = face_normal;
00837                         b_hit = TRUE;
00838                 }
00839         }
00840 
00841         // face 4
00842         if (ray_direction * ( (point4 - point5) % (point2 - point5)) < 0.0f  &&
00843                 ray_quadrangle(ray_point, ray_direction, point2, point5, point4, face_intersection, face_normal))
00844         {
00845                 if (TRUE == b_hit)
00846                 {
00847                         temp = (ray_point - face_intersection).magVecSquared();
00848                         if (temp < distance_squared)
00849                         {
00850                                 distance_squared = temp;
00851                                 intersection = face_intersection;
00852                                 intersection_normal = face_normal;
00853                         }
00854                 }
00855                 else 
00856                 {
00857                         distance_squared = (ray_point - face_intersection).magVecSquared();
00858                         intersection = face_intersection;
00859                         intersection_normal = face_normal;
00860                         b_hit = TRUE;
00861                 }
00862         }
00863 
00864         return b_hit;
00865 }
00866 
00867 
00868 BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00869                                          const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
00870                                          LLVector3 &intersection, LLVector3 &intersection_normal)
00871 {
00872         F32 a = 0.5f * F_SQRT3;                         // height of unit triangle
00873         F32 b = 1.0f / F_SQRT3;                         // distance of center of unit triangle to each point
00874         F32 c = F_SQRT2 / F_SQRT3;                      // height of unit tetrahedron
00875         F32 d = 0.5f * F_SQRT3 / F_SQRT2;       // distance of center of tetrahedron to each point
00876 
00877         // if we want the tetrahedron to have unit height (c = 1.0) then we need to divide
00878         // each constant by hieght of a unit tetrahedron
00879         F32 oo_c = 1.0f / c;
00880         a = a * oo_c;
00881         b = b * oo_c;
00882         c = 1.0f;
00883         d = d * oo_c;
00884         F32 e = 0.5f * oo_c;
00885 
00886         LLVector3 point0(                          0.0f,                                        0.0f,  t_scale.mV[VZ] * d);
00887         LLVector3 point1(t_scale.mV[VX] * b,                                    0.0f,  t_scale.mV[VZ] * (d-c));
00888         LLVector3 point2(t_scale.mV[VX] * (b-a),  e * t_scale.mV[VY],  t_scale.mV[VZ] * (d-c));
00889         LLVector3 point3(t_scale.mV[VX] * (b-a), -e * t_scale.mV[VY],  t_scale.mV[VZ] * (d-c));
00890 
00891         // transform these points into absolute frame
00892         point0 = (point0 * t_rotation) + t_center;
00893         point1 = (point1 * t_rotation) + t_center;
00894         point2 = (point2 * t_rotation) + t_center;
00895         point3 = (point3 * t_rotation) + t_center;
00896 
00897         // test ray intersection for each face
00898         BOOL b_hit = FALSE;
00899         LLVector3 face_intersection, face_normal;
00900         F32 distance_squared = 1.0e12f;
00901         F32 temp;
00902 
00903         // face 0
00904         if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f  && 
00905                 ray_triangle(ray_point, ray_direction, point1, point2, point0, intersection, intersection_normal))
00906         {
00907                 distance_squared = (ray_point - intersection).magVecSquared();
00908                 b_hit = TRUE;
00909         }
00910 
00911         // face 1
00912         if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f  &&
00913                 ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
00914         {
00915                 if (TRUE == b_hit)
00916                 {
00917                         temp = (ray_point - face_intersection).magVecSquared();
00918                         if (temp < distance_squared)
00919                         {
00920                                 distance_squared = temp;
00921                                 intersection = face_intersection;
00922                                 intersection_normal = face_normal;
00923                         }
00924                 }
00925                 else 
00926                 {
00927                         distance_squared = (ray_point - face_intersection).magVecSquared();
00928                         intersection = face_intersection;
00929                         intersection_normal = face_normal;
00930                         b_hit = TRUE;
00931                 }
00932         }
00933         
00934         // face 2
00935         if (ray_direction * ( (point1 - point3) % (point0 - point3)) < 0.0f  &&
00936                 ray_triangle(ray_point, ray_direction, point3, point1, point0, face_intersection, face_normal))
00937         {
00938                 if (TRUE == b_hit)
00939                 {
00940                         temp = (ray_point - face_intersection).magVecSquared();
00941                         if (temp < distance_squared)
00942                         {
00943                                 distance_squared = temp;
00944                                 intersection = face_intersection;
00945                                 intersection_normal = face_normal;
00946                         }
00947                 }
00948                 else 
00949                 {
00950                         distance_squared = (ray_point - face_intersection).magVecSquared();
00951                         intersection = face_intersection;
00952                         intersection_normal = face_normal;
00953                         b_hit = TRUE;
00954                 }
00955         }
00956         
00957         // face 3
00958         if (ray_direction * ( (point2 - point3) % (point1 - point3)) < 0.0f  &&
00959                 ray_triangle(ray_point, ray_direction, point3, point2, point1, face_intersection, face_normal))
00960         {
00961                 if (TRUE == b_hit)
00962                 {
00963                         temp = (ray_point - face_intersection).magVecSquared();
00964                         if (temp < distance_squared)
00965                         {
00966                                 intersection = face_intersection;
00967                                 intersection_normal = face_normal;
00968                         }
00969                 }
00970                 else 
00971                 {
00972                         intersection = face_intersection;
00973                         intersection_normal = face_normal;
00974                         b_hit = TRUE;
00975                 }
00976         }
00977 
00978         return b_hit;
00979 }
00980 
00981 
00982 BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
00983                                  const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
00984                                  LLVector3 &intersection, LLVector3 &intersection_normal)
00985 {
00986         // center of mass of pyramid is located 1/4 its height from the base
00987         F32 x = 0.5f * p_scale.mV[VX];
00988         F32 y = 0.5f * p_scale.mV[VY];
00989         F32 z = 0.25f * p_scale.mV[VZ];
00990 
00991         LLVector3 point0(0.0f, 0.0f,  p_scale.mV[VZ] - z);
00992         LLVector3 point1( x,  y, -z);
00993         LLVector3 point2(-x,  y, -z);
00994         LLVector3 point3(-x, -y, -z);
00995         LLVector3 point4( x, -y, -z);
00996 
00997         // transform these points into absolute frame
00998         point0 = (point0 * p_rotation) + p_center;
00999         point1 = (point1 * p_rotation) + p_center;
01000         point2 = (point2 * p_rotation) + p_center;
01001         point3 = (point3 * p_rotation) + p_center;
01002         point4 = (point4 * p_rotation) + p_center;
01003 
01004         // test ray intersection for each face
01005         BOOL b_hit = FALSE;
01006         LLVector3 face_intersection, face_normal;
01007         F32 distance_squared = 1.0e12f;
01008         F32 temp;
01009 
01010         // face 0
01011         if (ray_direction * ( (point1 - point4) % (point0 - point4)) < 0.0f  && 
01012                 ray_triangle(ray_point, ray_direction, point4, point1, point0, intersection, intersection_normal))
01013         {
01014                 distance_squared = (ray_point - intersection).magVecSquared();
01015                 b_hit = TRUE;
01016         }
01017 
01018         // face 1
01019         if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f  &&
01020                 ray_triangle(ray_point, ray_direction, point1, point2, point0, face_intersection, face_normal))
01021         {
01022                 if (TRUE == b_hit)
01023                 {
01024                         temp = (ray_point - face_intersection).magVecSquared();
01025                         if (temp < distance_squared)
01026                         {
01027                                 distance_squared = temp;
01028                                 intersection = face_intersection;
01029                                 intersection_normal = face_normal;
01030                         }
01031                 }
01032                 else 
01033                 {
01034                         distance_squared = (ray_point - face_intersection).magVecSquared();
01035                         intersection = face_intersection;
01036                         intersection_normal = face_normal;
01037                         b_hit = TRUE;
01038                 }
01039         }
01040         
01041         // face 2
01042         if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f  &&
01043                 ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
01044         {
01045                 if (TRUE == b_hit)
01046                 {
01047                         temp = (ray_point - face_intersection).magVecSquared();
01048                         if (temp < distance_squared)
01049                         {
01050                                 distance_squared = temp;
01051                                 intersection = face_intersection;
01052                                 intersection_normal = face_normal;
01053                         }
01054                 }
01055                 else 
01056                 {
01057                         distance_squared = (ray_point - face_intersection).magVecSquared();
01058                         intersection = face_intersection;
01059                         intersection_normal = face_normal;
01060                         b_hit = TRUE;
01061                 }
01062         }
01063 
01064         // face 3
01065         if (ray_direction * ( (point4 - point3) % (point0 - point3)) < 0.0f  &&
01066                 ray_triangle(ray_point, ray_direction, point3, point4, point0, face_intersection, face_normal))
01067         {
01068                 if (TRUE == b_hit)
01069                 {
01070                         temp = (ray_point - face_intersection).magVecSquared();
01071                         if (temp < distance_squared)
01072                         {
01073                                 distance_squared = temp;
01074                                 intersection = face_intersection;
01075                                 intersection_normal = face_normal;
01076                         }
01077                 }
01078                 else 
01079                 {
01080                         distance_squared = (ray_point - face_intersection).magVecSquared();
01081                         intersection = face_intersection;
01082                         intersection_normal = face_normal;
01083                         b_hit = TRUE;
01084                 }
01085         }
01086         
01087         // face 4
01088         if (ray_direction * ( (point3 - point4) % (point2 - point4)) < 0.0f  &&
01089                 ray_quadrangle(ray_point, ray_direction, point4, point3, point2, face_intersection, face_normal))
01090         {
01091                 if (TRUE == b_hit)
01092                 {
01093                         temp = (ray_point - face_intersection).magVecSquared();
01094                         if (temp < distance_squared)
01095                         {
01096                                 intersection = face_intersection;
01097                                 intersection_normal = face_normal;
01098                         }
01099                 }
01100                 else 
01101                 {
01102                         intersection = face_intersection;
01103                         intersection_normal = face_normal;
01104                         b_hit = TRUE;
01105                 }
01106         }
01107 
01108         return b_hit;
01109 }
01110 
01111 
01112 BOOL linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
01113                                                 const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
01114                                                 LLVector3 &intersection)
01115 {
01116         LLVector3 ray_direction = point_b - point_a;
01117         F32 segment_length = ray_direction.normVec();
01118 
01119         if (ray_circle(point_a, ray_direction, circle_center, plane_normal, circle_radius, intersection))
01120         {
01121                 if (segment_length >= (point_a - intersection).magVec())
01122                 {
01123                         return TRUE;
01124                 }
01125         }
01126         return FALSE;
01127 }
01128 
01129 
01130 BOOL linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
01131                                                   const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
01132                                                   LLVector3 &intersection, LLVector3 &intersection_normal)
01133 {
01134         LLVector3 ray_direction = point_b - point_a;
01135         F32 segment_length = ray_direction.normVec();
01136 
01137         if (ray_triangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal))
01138         {
01139                 if (segment_length >= (point_a - intersection).magVec())
01140                 {
01141                         return TRUE;
01142                 }
01143         }
01144         return FALSE;
01145 }
01146 
01147 
01148 BOOL linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b,
01149                                                         const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
01150                                                         LLVector3 &intersection, LLVector3 &intersection_normal)
01151 {
01152         LLVector3 ray_direction = point_b - point_a;
01153         F32 segment_length = ray_direction.normVec();
01154 
01155         if (ray_quadrangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal))
01156         {
01157                 if (segment_length >= (point_a - intersection).magVec())
01158                 {
01159                         return TRUE;
01160                 }
01161         }
01162         return FALSE;
01163 }
01164 
01165 
01166 BOOL linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
01167                                 const LLVector3 &sphere_center, F32 sphere_radius,
01168                                 LLVector3 &intersection, LLVector3 &intersection_normal)
01169 {
01170         LLVector3 ray_direction = point_b - point_a;
01171         F32 segment_length = ray_direction.normVec();
01172 
01173         if (ray_sphere(point_a, ray_direction, sphere_center, sphere_radius, intersection, intersection_normal))
01174         {
01175                 if (segment_length >= (point_a - intersection).magVec())
01176                 {
01177                         return TRUE;
01178                 }
01179         }
01180         return FALSE;
01181 }
01182 
01183 
01184 BOOL linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b,
01185                                   const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
01186                                   LLVector3 &intersection, LLVector3 &intersection_normal)
01187 {
01188         LLVector3 ray_direction = point_b - point_a;
01189         F32 segment_length = ray_direction.normVec();
01190 
01191         if (ray_cylinder(point_a, ray_direction, cyl_center, cyl_scale, cyl_rotation, intersection, intersection_normal))
01192         {
01193                 if (segment_length >= (point_a - intersection).magVec())
01194                 {
01195                         return TRUE;
01196                 }
01197         }
01198         return FALSE;
01199 }
01200 
01201 
01202 U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b, 
01203                                         const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
01204                                         LLVector3 &intersection, LLVector3 &intersection_normal)
01205 {
01206         LLVector3 direction = point_b - point_a;
01207         if (direction.isNull())
01208         {
01209                 return NO_SIDE;
01210         }
01211 
01212         F32 segment_length = direction.normVec();
01213         U32 box_side = ray_box(point_a, direction, box_center, box_scale, box_rotation, intersection, intersection_normal);
01214         if (NO_SIDE == box_side  ||  segment_length < (intersection - point_a).magVec())
01215         {
01216                 return NO_SIDE;
01217         }
01218 
01219         return box_side;
01220 }
01221 
01222 
01223 BOOL linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b,
01224                                            const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
01225                                            LLVector3 &intersection, LLVector3 &intersection_normal)
01226 {
01227         LLVector3 ray_direction = point_b - point_a;
01228         F32 segment_length = ray_direction.normVec();
01229 
01230         if (ray_prism(point_a, ray_direction, prism_center, prism_scale, prism_rotation, intersection, intersection_normal))
01231         {
01232                 if (segment_length >= (point_a - intersection).magVec())
01233                 {
01234                         return TRUE;
01235                 }
01236         }
01237         return FALSE;
01238 }
01239 
01240 
01241 BOOL linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b,
01242                                                          const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
01243                                                          LLVector3 &intersection, LLVector3 &intersection_normal)
01244 {
01245         LLVector3 ray_direction = point_b - point_a;
01246         F32 segment_length = ray_direction.normVec();
01247 
01248         if (ray_tetrahedron(point_a, ray_direction, t_center, t_scale, t_rotation, intersection, intersection_normal))
01249         {
01250                 if (segment_length >= (point_a - intersection).magVec())
01251                 {
01252                         return TRUE;
01253                 }
01254         }
01255         return FALSE;
01256 }
01257 
01258 
01259 BOOL linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b,
01260                                                  const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
01261                                                  LLVector3 &intersection, LLVector3 &intersection_normal)
01262 {
01263         LLVector3 ray_direction = point_b - point_a;
01264         F32 segment_length = ray_direction.normVec();
01265 
01266         if (ray_pyramid(point_a, ray_direction, p_center, p_scale, p_rotation, intersection, intersection_normal))
01267         {
01268                 if (segment_length >= (point_a - intersection).magVec())
01269                 {
01270                         return TRUE;
01271                 }
01272         }
01273         return FALSE;
01274 }
01275 
01276 
01277 
01278 
01279 

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