diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
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committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 19:04:52 +0200 |
commit | 1b67dd855c41f5a0cda7ec2a68d98071986ca703 (patch) | |
tree | ab243607f74f78200787bba5b9b88f07ef1b966f /indra/llmath/raytrace.cpp | |
parent | 6d6eabca44d08d5b97bfe3e941d2b9687c2246ea (diff) | |
parent | e1623bb276f83a43ce7a197e388720c05bdefe61 (diff) |
Merge remote-tracking branch 'origin/main' into DRTVWR-600-maint-A
# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
Diffstat (limited to 'indra/llmath/raytrace.cpp')
-rw-r--r-- | indra/llmath/raytrace.cpp | 2538 |
1 files changed, 1269 insertions, 1269 deletions
diff --git a/indra/llmath/raytrace.cpp b/indra/llmath/raytrace.cpp index 117ba2369e..6bdb1280ba 100644 --- a/indra/llmath/raytrace.cpp +++ b/indra/llmath/raytrace.cpp @@ -1,1269 +1,1269 @@ -/** - * @file raytrace.cpp - * @brief Functions called by box object scripts. - * - * $LicenseInfo:firstyear=2001&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#include "linden_common.h" - -#include "math.h" -//#include "vmath.h" -#include "v3math.h" -#include "llquaternion.h" -#include "m3math.h" -#include "raytrace.h" - - -bool line_plane(const LLVector3 &line_point, const LLVector3 &line_direction, - const LLVector3 &plane_point, const LLVector3 plane_normal, - LLVector3 &intersection) -{ - F32 N = line_direction * plane_normal; - if (0.0f == N) - { - // line is perpendicular to plane normal - // so it is either entirely on plane, or not on plane at all - return false; - } - // Ax + By, + Cz + D = 0 - // D = - (plane_point * plane_normal) - // N = line_direction * plane_normal - // intersection = line_point - ((D + plane_normal * line_point) / N) * line_direction - intersection = line_point - ((plane_normal * line_point - plane_point * plane_normal) / N) * line_direction; - return true; -} - - -bool ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &plane_point, const LLVector3 plane_normal, - LLVector3 &intersection) -{ - F32 N = ray_direction * plane_normal; - if (0.0f == N) - { - // ray is perpendicular to plane normal - // so it is either entirely on plane, or not on plane at all - return false; - } - // Ax + By, + Cz + D = 0 - // D = - (plane_point * plane_normal) - // N = ray_direction * plane_normal - // intersection = ray_point - ((D + plane_normal * ray_point) / N) * ray_direction - F32 alpha = -(plane_normal * ray_point - plane_point * plane_normal) / N; - if (alpha < 0.0f) - { - // ray points away from plane - return false; - } - intersection = ray_point + alpha * ray_direction; - return true; -} - - -bool ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius, - LLVector3 &intersection) -{ - if (ray_plane(ray_point, ray_direction, circle_center, plane_normal, intersection)) - { - if (circle_radius >= (intersection - circle_center).magVec()) - { - return true; - } - } - return false; -} - - -bool ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 side_01 = point_1 - point_0; - LLVector3 side_12 = point_2 - point_1; - - intersection_normal = side_01 % side_12; - intersection_normal.normVec(); - - if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection)) - { - LLVector3 side_20 = point_0 - point_2; - if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f && - intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f && - intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f) - { - return true; - } - } - return false; -} - - -// assumes a parallelogram -bool ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 side_01 = point_1 - point_0; - LLVector3 side_12 = point_2 - point_1; - - intersection_normal = side_01 % side_12; - intersection_normal.normVec(); - - if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection)) - { - LLVector3 point_3 = point_0 + (side_12); - LLVector3 side_23 = point_3 - point_2; - LLVector3 side_30 = point_0 - point_3; - if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f && - intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f && - intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f && - intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f) - { - return true; - } - } - return false; -} - - -bool ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &sphere_center, F32 sphere_radius, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_to_sphere = sphere_center - ray_point; - F32 dot = ray_to_sphere * ray_direction; - - LLVector3 closest_approach = dot * ray_direction - ray_to_sphere; - - F32 shortest_distance = closest_approach.magVecSquared(); - F32 radius_squared = sphere_radius * sphere_radius; - if (shortest_distance > radius_squared) - { - return false; - } - - F32 half_chord = (F32) sqrt(radius_squared - shortest_distance); - closest_approach = sphere_center + closest_approach; // closest_approach now in absolute coordinates - intersection = closest_approach + half_chord * ray_direction; - dot = ray_direction * (intersection - ray_point); - if (dot < 0.0f) - { - // ray shoots away from sphere and is not inside it - return false; - } - - shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point); - if (shortest_distance > 0.0f) - { - // ray enters sphere - intersection = intersection - (2.0f * half_chord) * ray_direction; - } - else - { - // do nothing - // ray starts inside sphere and intersects as it leaves the sphere - } - - intersection_normal = intersection - sphere_center; - if (sphere_radius > 0.0f) - { - intersection_normal *= 1.0f / sphere_radius; - } - else - { - intersection_normal.setVec(0.0f, 0.0f, 0.0f); - } - - return true; -} - - -bool ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - // calculate the centers of the cylinder caps in the absolute frame - LLVector3 cyl_top(0.0f, 0.0f, 0.5f * cyl_scale.mV[VZ]); - LLVector3 cyl_bottom(0.0f, 0.0f, -cyl_top.mV[VZ]); - cyl_top = (cyl_top * cyl_rotation) + cyl_center; - cyl_bottom = (cyl_bottom * cyl_rotation) + cyl_center; - - // we only handle cylinders with circular cross-sections at the moment - F32 cyl_radius = 0.5f * llmax(cyl_scale.mV[VX], cyl_scale.mV[VY]); // HACK until scaled cylinders are supported - - // This implementation is based on the intcyl() function from Graphics_Gems_IV, page 361 - LLVector3 cyl_axis; // axis direction (bottom toward top) - LLVector3 ray_to_cyl; // ray_point to cyl_top - F32 shortest_distance; // shortest distance from ray to axis - F32 cyl_length; - LLVector3 shortest_direction; - LLVector3 temp_vector; - - cyl_axis = cyl_bottom - cyl_top; - cyl_length = cyl_axis.normVec(); - ray_to_cyl = ray_point - cyl_bottom; - shortest_direction = ray_direction % cyl_axis; - shortest_distance = shortest_direction.normVec(); // recycle shortest_distance - - // check for ray parallel to cylinder axis - if (0.0f == shortest_distance) - { - // ray is parallel to cylinder axis - temp_vector = ray_to_cyl - (ray_to_cyl * cyl_axis) * cyl_axis; - shortest_distance = temp_vector.magVec(); - if (shortest_distance <= cyl_radius) - { - shortest_distance = ray_to_cyl * cyl_axis; - F32 dot = ray_direction * cyl_axis; - - if (shortest_distance > 0.0) - { - if (dot > 0.0f) - { - // ray points away from cylinder bottom - return false; - } - // ray hit bottom of cylinder from outside - intersection = ray_point - shortest_distance * cyl_axis; - intersection_normal = cyl_axis; - - } - else if (shortest_distance > -cyl_length) - { - // ray starts inside cylinder - if (dot < 0.0f) - { - // ray hit top from inside - intersection = ray_point - (cyl_length + shortest_distance) * cyl_axis; - intersection_normal = -cyl_axis; - } - else - { - // ray hit bottom from inside - intersection = ray_point - shortest_distance * cyl_axis; - intersection_normal = cyl_axis; - } - } - else - { - if (dot < 0.0f) - { - // ray points away from cylinder bottom - return false; - } - // ray hit top from outside - intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis; - intersection_normal = -cyl_axis; - } - return true; - } - return false; - } - - // check for intersection with infinite cylinder - shortest_distance = (F32) fabs(ray_to_cyl * shortest_direction); - if (shortest_distance <= cyl_radius) - { - F32 dist_to_closest_point; // dist from ray_point to closest_point - F32 half_chord_length; // half length of intersection chord - F32 in, out; // distances to entering/exiting points - temp_vector = ray_to_cyl % cyl_axis; - dist_to_closest_point = - (temp_vector * shortest_direction); - temp_vector = shortest_direction % cyl_axis; - temp_vector.normVec(); - half_chord_length = (F32) fabs( sqrt(cyl_radius*cyl_radius - shortest_distance * shortest_distance) / - (ray_direction * temp_vector) ); - - out = dist_to_closest_point + half_chord_length; // dist to exiting point - if (out < 0.0f) - { - // cylinder is behind the ray, so we return false - return false; - } - - in = dist_to_closest_point - half_chord_length; // dist to entering point - if (in < 0.0f) - { - // ray_point is inside the cylinder - // so we store the exiting intersection - intersection = ray_point + out * ray_direction; - shortest_distance = out; - } - else - { - // ray hit cylinder from outside - // so we store the entering intersection - intersection = ray_point + in * ray_direction; - shortest_distance = in; - } - - // calculate the normal at intersection - if (0.0f == cyl_radius) - { - intersection_normal.setVec(0.0f, 0.0f, 0.0f); - } - else - { - temp_vector = intersection - cyl_bottom; - intersection_normal = temp_vector - (temp_vector * cyl_axis) * cyl_axis; - intersection_normal.normVec(); - } - - // check for intersection with end caps - // calculate intersection of ray and top plane - if (line_plane(ray_point, ray_direction, cyl_top, -cyl_axis, temp_vector)) // NOTE side-effect: changing temp_vector - { - shortest_distance = (temp_vector - ray_point).magVec(); - if ( (ray_direction * cyl_axis) > 0.0f) - { - // ray potentially enters the cylinder at top - if (shortest_distance > out) - { - // ray missed the finite cylinder - return false; - } - if (shortest_distance > in) - { - // ray intersects cylinder at top plane - intersection = temp_vector; - intersection_normal = -cyl_axis; - return true; - } - } - else - { - // ray potentially exits the cylinder at top - if (shortest_distance < in) - { - // missed the finite cylinder - return false; - } - } - - // calculate intersection of ray and bottom plane - line_plane(ray_point, ray_direction, cyl_bottom, cyl_axis, temp_vector); // NOTE side-effect: changing temp_vector - shortest_distance = (temp_vector - ray_point).magVec(); - if ( (ray_direction * cyl_axis) < 0.0) - { - // ray potentially enters the cylinder at bottom - if (shortest_distance > out) - { - // ray missed the finite cylinder - return false; - } - if (shortest_distance > in) - { - // ray intersects cylinder at bottom plane - intersection = temp_vector; - intersection_normal = cyl_axis; - return true; - } - } - else - { - // ray potentially exits the cylinder at bottom - if (shortest_distance < in) - { - // ray missed the finite cylinder - return false; - } - } - - } - else - { - // ray is parallel to end cap planes - temp_vector = cyl_bottom - ray_point; - shortest_distance = temp_vector * cyl_axis; - if (shortest_distance < 0.0f || shortest_distance > cyl_length) - { - // ray missed finite cylinder - return false; - } - } - - return true; - } - - return false; -} - - -U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - - // Need to rotate into box frame - LLQuaternion into_box_frame(box_rotation); // rotates things from box frame to absolute - into_box_frame.conjQuat(); // now rotates things into box frame - LLVector3 line_point = (ray_point - box_center) * into_box_frame; - LLVector3 line_direction = ray_direction * into_box_frame; - - // Suppose we have a plane: Ax + By + Cz + D = 0 - // then, assuming [A, B, C] is a unit vector: - // - // plane_normal = [A, B, C] - // D = - (plane_normal * plane_point) - // - // Suppose we have a line: X = line_point + alpha * line_direction - // - // the intersection of the plane and line determines alpha - // - // alpha = - (D + plane_normal * line_point) / (plane_normal * line_direction) - - LLVector3 line_plane_intersection; - - F32 pointX = line_point.mV[VX]; - F32 pointY = line_point.mV[VY]; - F32 pointZ = line_point.mV[VZ]; - - F32 dirX = line_direction.mV[VX]; - F32 dirY = line_direction.mV[VY]; - F32 dirZ = line_direction.mV[VZ]; - - // we'll be using the half-scales of the box - F32 boxX = 0.5f * box_scale.mV[VX]; - F32 boxY = 0.5f * box_scale.mV[VY]; - F32 boxZ = 0.5f * box_scale.mV[VZ]; - - // check to see if line_point is OUTSIDE the box - if (pointX < -boxX || - pointX > boxX || - pointY < -boxY || - pointY > boxY || - pointZ < -boxZ || - pointZ > boxZ) - { - // -------------- point is OUTSIDE the box ---------------- - - // front - if (pointX > 0.0f && dirX < 0.0f) - { - // plane_normal = [ 1, 0, 0] - // plane_normal*line_point = pointX - // plane_normal*line_direction = dirX - // D = -boxX - // alpha = - (-boxX + pointX) / dirX - line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction; - if (line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation; - return FRONT_SIDE; - } - } - - // back - if (pointX < 0.0f && dirX > 0.0f) - { - // plane_normal = [ -1, 0, 0] - // plane_normal*line_point = -pX - // plane_normal*line_direction = -direction.mV[VX] - // D = -bX - // alpha = - (-bX - pX) / (-dirX) - line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction; - if (line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation; - return BACK_SIDE; - } - } - - // left - if (pointY > 0.0f && dirY < 0.0f) - { - // plane_normal = [0, 1, 0] - // plane_normal*line_point = pointY - // plane_normal*line_direction = dirY - // D = -boxY - // alpha = - (-boxY + pointY) / dirY - line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction; - - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation; - return LEFT_SIDE; - } - } - - // right - if (pointY < 0.0f && dirY > 0.0f) - { - // plane_normal = [0, -1, 0] - // plane_normal*line_point = -pointY - // plane_normal*line_direction = -dirY - // D = -boxY - // alpha = - (-boxY - pointY) / (-dirY) - line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction; - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation; - return RIGHT_SIDE; - } - } - - // top - if (pointZ > 0.0f && dirZ < 0.0f) - { - // plane_normal = [0, 0, 1] - // plane_normal*line_point = pointZ - // plane_normal*line_direction = dirZ - // D = -boxZ - // alpha = - (-boxZ + pointZ) / dirZ - line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction; - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation; - return TOP_SIDE; - } - } - - // bottom - if (pointZ < 0.0f && dirZ > 0.0f) - { - // plane_normal = [0, 0, -1] - // plane_normal*line_point = -pointZ - // plane_normal*line_direction = -dirZ - // D = -boxZ - // alpha = - (-boxZ - pointZ) / (-dirZ) - line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction; - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation; - return BOTTOM_SIDE; - } - } - return NO_SIDE; - } - - // -------------- point is INSIDE the box ---------------- - - // front - if (dirX > 0.0f) - { - // plane_normal = [ 1, 0, 0] - // plane_normal*line_point = pointX - // plane_normal*line_direction = dirX - // D = -boxX - // alpha = - (-boxX + pointX) / dirX - line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction; - if (line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation; - return FRONT_SIDE; - } - } - - // back - if (dirX < 0.0f) - { - // plane_normal = [ -1, 0, 0] - // plane_normal*line_point = -pX - // plane_normal*line_direction = -direction.mV[VX] - // D = -bX - // alpha = - (-bX - pX) / (-dirX) - line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction; - if (line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation; - return BACK_SIDE; - } - } - - // left - if (dirY > 0.0f) - { - // plane_normal = [0, 1, 0] - // plane_normal*line_point = pointY - // plane_normal*line_direction = dirY - // D = -boxY - // alpha = - (-boxY + pointY) / dirY - line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction; - - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation; - return LEFT_SIDE; - } - } - - // right - if (dirY < 0.0f) - { - // plane_normal = [0, -1, 0] - // plane_normal*line_point = -pointY - // plane_normal*line_direction = -dirY - // D = -boxY - // alpha = - (-boxY - pointY) / (-dirY) - line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction; - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VZ] < boxZ && - line_plane_intersection.mV[VZ] > -boxZ ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation; - return RIGHT_SIDE; - } - } - - // top - if (dirZ > 0.0f) - { - // plane_normal = [0, 0, 1] - // plane_normal*line_point = pointZ - // plane_normal*line_direction = dirZ - // D = -boxZ - // alpha = - (-boxZ + pointZ) / dirZ - line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction; - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation; - return TOP_SIDE; - } - } - - // bottom - if (dirZ < 0.0f) - { - // plane_normal = [0, 0, -1] - // plane_normal*line_point = -pointZ - // plane_normal*line_direction = -dirZ - // D = -boxZ - // alpha = - (-boxZ - pointZ) / (-dirZ) - line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction; - if (line_plane_intersection.mV[VX] < boxX && - line_plane_intersection.mV[VX] > -boxX && - line_plane_intersection.mV[VY] < boxY && - line_plane_intersection.mV[VY] > -boxY ) - { - intersection = (line_plane_intersection * box_rotation) + box_center; - intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation; - return BOTTOM_SIDE; - } - } - - // should never get here unless line instersects at tangent point on edge or corner - // however such cases will be EXTREMELY rare - return NO_SIDE; -} - - -bool ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - // (0) Z - // /| \ . - // (1)| \ /|\ _.Y - // | \ \ | /| - // | |\ \ | / - // | | \(0)\ | / - // | | \ \ |/ - // | | \ \ (*)----> X - // |(3)---\---(2) - // |/ \ / - // (4)-------(5) - - // need to calculate the points of the prism so we can run ray tests with each face - F32 x = prism_scale.mV[VX]; - F32 y = prism_scale.mV[VY]; - F32 z = prism_scale.mV[VZ]; - - F32 tx = x * 2.0f / 3.0f; - F32 ty = y * 0.5f; - F32 tz = z * 2.0f / 3.0f; - - LLVector3 point0(tx-x, ty, tz); - LLVector3 point1(tx-x, -ty, tz); - LLVector3 point2(tx, ty, tz-z); - LLVector3 point3(tx-x, ty, tz-z); - LLVector3 point4(tx-x, -ty, tz-z); - LLVector3 point5(tx, -ty, tz-z); - - // transform these points into absolute frame - point0 = (point0 * prism_rotation) + prism_center; - point1 = (point1 * prism_rotation) + prism_center; - point2 = (point2 * prism_rotation) + prism_center; - point3 = (point3 * prism_rotation) + prism_center; - point4 = (point4 * prism_rotation) + prism_center; - point5 = (point5 * prism_rotation) + prism_center; - - // test ray intersection for each face - bool b_hit = false; - LLVector3 face_intersection, face_normal; - F32 distance_squared = 0.0f; - F32 temp; - - // face 0 - if (ray_direction * ( (point0 - point2) % (point5 - point2)) < 0.0f && - ray_quadrangle(ray_point, ray_direction, point5, point2, point0, intersection, intersection_normal)) - { - distance_squared = (ray_point - intersection).magVecSquared(); - b_hit = true; - } - - // face 1 - if (ray_direction * ( (point0 - point3) % (point2 - point3)) < 0.0f && - ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 2 - if (ray_direction * ( (point1 - point4) % (point3 - point4)) < 0.0f && - ray_quadrangle(ray_point, ray_direction, point3, point4, point1, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 3 - if (ray_direction * ( (point5 - point4) % (point1 - point4)) < 0.0f && - ray_triangle(ray_point, ray_direction, point1, point4, point5, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 4 - if (ray_direction * ( (point4 - point5) % (point2 - point5)) < 0.0f && - ray_quadrangle(ray_point, ray_direction, point2, point5, point4, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - return b_hit; -} - - -bool ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - F32 a = 0.5f * F_SQRT3; // height of unit triangle - F32 b = 1.0f / F_SQRT3; // distance of center of unit triangle to each point - F32 c = F_SQRT2 / F_SQRT3; // height of unit tetrahedron - F32 d = 0.5f * F_SQRT3 / F_SQRT2; // distance of center of tetrahedron to each point - - // if we want the tetrahedron to have unit height (c = 1.0) then we need to divide - // each constant by hieght of a unit tetrahedron - F32 oo_c = 1.0f / c; - a = a * oo_c; - b = b * oo_c; - c = 1.0f; - d = d * oo_c; - F32 e = 0.5f * oo_c; - - LLVector3 point0( 0.0f, 0.0f, t_scale.mV[VZ] * d); - LLVector3 point1(t_scale.mV[VX] * b, 0.0f, t_scale.mV[VZ] * (d-c)); - LLVector3 point2(t_scale.mV[VX] * (b-a), e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c)); - LLVector3 point3(t_scale.mV[VX] * (b-a), -e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c)); - - // transform these points into absolute frame - point0 = (point0 * t_rotation) + t_center; - point1 = (point1 * t_rotation) + t_center; - point2 = (point2 * t_rotation) + t_center; - point3 = (point3 * t_rotation) + t_center; - - // test ray intersection for each face - bool b_hit = false; - LLVector3 face_intersection, face_normal; - F32 distance_squared = 1.0e12f; - F32 temp; - - // face 0 - if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f && - ray_triangle(ray_point, ray_direction, point1, point2, point0, intersection, intersection_normal)) - { - distance_squared = (ray_point - intersection).magVecSquared(); - b_hit = true; - } - - // face 1 - if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f && - ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 2 - if (ray_direction * ( (point1 - point3) % (point0 - point3)) < 0.0f && - ray_triangle(ray_point, ray_direction, point3, point1, point0, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 3 - if (ray_direction * ( (point2 - point3) % (point1 - point3)) < 0.0f && - ray_triangle(ray_point, ray_direction, point3, point2, point1, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - return b_hit; -} - - -bool ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction, - const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - // center of mass of pyramid is located 1/4 its height from the base - F32 x = 0.5f * p_scale.mV[VX]; - F32 y = 0.5f * p_scale.mV[VY]; - F32 z = 0.25f * p_scale.mV[VZ]; - - LLVector3 point0(0.0f, 0.0f, p_scale.mV[VZ] - z); - LLVector3 point1( x, y, -z); - LLVector3 point2(-x, y, -z); - LLVector3 point3(-x, -y, -z); - LLVector3 point4( x, -y, -z); - - // transform these points into absolute frame - point0 = (point0 * p_rotation) + p_center; - point1 = (point1 * p_rotation) + p_center; - point2 = (point2 * p_rotation) + p_center; - point3 = (point3 * p_rotation) + p_center; - point4 = (point4 * p_rotation) + p_center; - - // test ray intersection for each face - bool b_hit = false; - LLVector3 face_intersection, face_normal; - F32 distance_squared = 1.0e12f; - F32 temp; - - // face 0 - if (ray_direction * ( (point1 - point4) % (point0 - point4)) < 0.0f && - ray_triangle(ray_point, ray_direction, point4, point1, point0, intersection, intersection_normal)) - { - distance_squared = (ray_point - intersection).magVecSquared(); - b_hit = true; - } - - // face 1 - if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f && - ray_triangle(ray_point, ray_direction, point1, point2, point0, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 2 - if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f && - ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 3 - if (ray_direction * ( (point4 - point3) % (point0 - point3)) < 0.0f && - ray_triangle(ray_point, ray_direction, point3, point4, point0, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - distance_squared = temp; - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - distance_squared = (ray_point - face_intersection).magVecSquared(); - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - // face 4 - if (ray_direction * ( (point3 - point4) % (point2 - point4)) < 0.0f && - ray_quadrangle(ray_point, ray_direction, point4, point3, point2, face_intersection, face_normal)) - { - if (b_hit) - { - temp = (ray_point - face_intersection).magVecSquared(); - if (temp < distance_squared) - { - intersection = face_intersection; - intersection_normal = face_normal; - } - } - else - { - intersection = face_intersection; - intersection_normal = face_normal; - b_hit = true; - } - } - - return b_hit; -} - - -bool linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius, - LLVector3 &intersection) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_circle(point_a, ray_direction, circle_center, plane_normal, circle_radius, intersection)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -bool linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_triangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -bool linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_quadrangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -bool linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &sphere_center, F32 sphere_radius, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_sphere(point_a, ray_direction, sphere_center, sphere_radius, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -bool linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_cylinder(point_a, ray_direction, cyl_center, cyl_scale, cyl_rotation, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 direction = point_b - point_a; - if (direction.isNull()) - { - return NO_SIDE; - } - - F32 segment_length = direction.normVec(); - U32 box_side = ray_box(point_a, direction, box_center, box_scale, box_rotation, intersection, intersection_normal); - if (NO_SIDE == box_side || segment_length < (intersection - point_a).magVec()) - { - return NO_SIDE; - } - - return box_side; -} - - -bool linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_prism(point_a, ray_direction, prism_center, prism_scale, prism_rotation, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -bool linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_tetrahedron(point_a, ray_direction, t_center, t_scale, t_rotation, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} - - -bool linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b, - const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation, - LLVector3 &intersection, LLVector3 &intersection_normal) -{ - LLVector3 ray_direction = point_b - point_a; - F32 segment_length = ray_direction.normVec(); - - if (ray_pyramid(point_a, ray_direction, p_center, p_scale, p_rotation, intersection, intersection_normal)) - { - if (segment_length >= (point_a - intersection).magVec()) - { - return true; - } - } - return false; -} +/**
+ * @file raytrace.cpp
+ * @brief Functions called by box object scripts.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+#include "math.h"
+//#include "vmath.h"
+#include "v3math.h"
+#include "llquaternion.h"
+#include "m3math.h"
+#include "raytrace.h"
+
+
+bool line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
+ const LLVector3 &plane_point, const LLVector3 plane_normal,
+ LLVector3 &intersection)
+{
+ F32 N = line_direction * plane_normal;
+ if (0.0f == N)
+ {
+ // line is perpendicular to plane normal
+ // so it is either entirely on plane, or not on plane at all
+ return false;
+ }
+ // Ax + By, + Cz + D = 0
+ // D = - (plane_point * plane_normal)
+ // N = line_direction * plane_normal
+ // intersection = line_point - ((D + plane_normal * line_point) / N) * line_direction
+ intersection = line_point - ((plane_normal * line_point - plane_point * plane_normal) / N) * line_direction;
+ return true;
+}
+
+
+bool ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &plane_point, const LLVector3 plane_normal,
+ LLVector3 &intersection)
+{
+ F32 N = ray_direction * plane_normal;
+ if (0.0f == N)
+ {
+ // ray is perpendicular to plane normal
+ // so it is either entirely on plane, or not on plane at all
+ return false;
+ }
+ // Ax + By, + Cz + D = 0
+ // D = - (plane_point * plane_normal)
+ // N = ray_direction * plane_normal
+ // intersection = ray_point - ((D + plane_normal * ray_point) / N) * ray_direction
+ F32 alpha = -(plane_normal * ray_point - plane_point * plane_normal) / N;
+ if (alpha < 0.0f)
+ {
+ // ray points away from plane
+ return false;
+ }
+ intersection = ray_point + alpha * ray_direction;
+ return true;
+}
+
+
+bool ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
+ LLVector3 &intersection)
+{
+ if (ray_plane(ray_point, ray_direction, circle_center, plane_normal, intersection))
+ {
+ if (circle_radius >= (intersection - circle_center).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 side_01 = point_1 - point_0;
+ LLVector3 side_12 = point_2 - point_1;
+
+ intersection_normal = side_01 % side_12;
+ intersection_normal.normVec();
+
+ if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection))
+ {
+ LLVector3 side_20 = point_0 - point_2;
+ if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f &&
+ intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f &&
+ intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f)
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+// assumes a parallelogram
+bool ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 side_01 = point_1 - point_0;
+ LLVector3 side_12 = point_2 - point_1;
+
+ intersection_normal = side_01 % side_12;
+ intersection_normal.normVec();
+
+ if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection))
+ {
+ LLVector3 point_3 = point_0 + (side_12);
+ LLVector3 side_23 = point_3 - point_2;
+ LLVector3 side_30 = point_0 - point_3;
+ if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f &&
+ intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f &&
+ intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f &&
+ intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f)
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &sphere_center, F32 sphere_radius,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_to_sphere = sphere_center - ray_point;
+ F32 dot = ray_to_sphere * ray_direction;
+
+ LLVector3 closest_approach = dot * ray_direction - ray_to_sphere;
+
+ F32 shortest_distance = closest_approach.magVecSquared();
+ F32 radius_squared = sphere_radius * sphere_radius;
+ if (shortest_distance > radius_squared)
+ {
+ return false;
+ }
+
+ F32 half_chord = (F32) sqrt(radius_squared - shortest_distance);
+ closest_approach = sphere_center + closest_approach; // closest_approach now in absolute coordinates
+ intersection = closest_approach + half_chord * ray_direction;
+ dot = ray_direction * (intersection - ray_point);
+ if (dot < 0.0f)
+ {
+ // ray shoots away from sphere and is not inside it
+ return false;
+ }
+
+ shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point);
+ if (shortest_distance > 0.0f)
+ {
+ // ray enters sphere
+ intersection = intersection - (2.0f * half_chord) * ray_direction;
+ }
+ else
+ {
+ // do nothing
+ // ray starts inside sphere and intersects as it leaves the sphere
+ }
+
+ intersection_normal = intersection - sphere_center;
+ if (sphere_radius > 0.0f)
+ {
+ intersection_normal *= 1.0f / sphere_radius;
+ }
+ else
+ {
+ intersection_normal.setVec(0.0f, 0.0f, 0.0f);
+ }
+
+ return true;
+}
+
+
+bool ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ // calculate the centers of the cylinder caps in the absolute frame
+ LLVector3 cyl_top(0.0f, 0.0f, 0.5f * cyl_scale.mV[VZ]);
+ LLVector3 cyl_bottom(0.0f, 0.0f, -cyl_top.mV[VZ]);
+ cyl_top = (cyl_top * cyl_rotation) + cyl_center;
+ cyl_bottom = (cyl_bottom * cyl_rotation) + cyl_center;
+
+ // we only handle cylinders with circular cross-sections at the moment
+ F32 cyl_radius = 0.5f * llmax(cyl_scale.mV[VX], cyl_scale.mV[VY]); // HACK until scaled cylinders are supported
+
+ // This implementation is based on the intcyl() function from Graphics_Gems_IV, page 361
+ LLVector3 cyl_axis; // axis direction (bottom toward top)
+ LLVector3 ray_to_cyl; // ray_point to cyl_top
+ F32 shortest_distance; // shortest distance from ray to axis
+ F32 cyl_length;
+ LLVector3 shortest_direction;
+ LLVector3 temp_vector;
+
+ cyl_axis = cyl_bottom - cyl_top;
+ cyl_length = cyl_axis.normVec();
+ ray_to_cyl = ray_point - cyl_bottom;
+ shortest_direction = ray_direction % cyl_axis;
+ shortest_distance = shortest_direction.normVec(); // recycle shortest_distance
+
+ // check for ray parallel to cylinder axis
+ if (0.0f == shortest_distance)
+ {
+ // ray is parallel to cylinder axis
+ temp_vector = ray_to_cyl - (ray_to_cyl * cyl_axis) * cyl_axis;
+ shortest_distance = temp_vector.magVec();
+ if (shortest_distance <= cyl_radius)
+ {
+ shortest_distance = ray_to_cyl * cyl_axis;
+ F32 dot = ray_direction * cyl_axis;
+
+ if (shortest_distance > 0.0)
+ {
+ if (dot > 0.0f)
+ {
+ // ray points away from cylinder bottom
+ return false;
+ }
+ // ray hit bottom of cylinder from outside
+ intersection = ray_point - shortest_distance * cyl_axis;
+ intersection_normal = cyl_axis;
+
+ }
+ else if (shortest_distance > -cyl_length)
+ {
+ // ray starts inside cylinder
+ if (dot < 0.0f)
+ {
+ // ray hit top from inside
+ intersection = ray_point - (cyl_length + shortest_distance) * cyl_axis;
+ intersection_normal = -cyl_axis;
+ }
+ else
+ {
+ // ray hit bottom from inside
+ intersection = ray_point - shortest_distance * cyl_axis;
+ intersection_normal = cyl_axis;
+ }
+ }
+ else
+ {
+ if (dot < 0.0f)
+ {
+ // ray points away from cylinder bottom
+ return false;
+ }
+ // ray hit top from outside
+ intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis;
+ intersection_normal = -cyl_axis;
+ }
+ return true;
+ }
+ return false;
+ }
+
+ // check for intersection with infinite cylinder
+ shortest_distance = (F32) fabs(ray_to_cyl * shortest_direction);
+ if (shortest_distance <= cyl_radius)
+ {
+ F32 dist_to_closest_point; // dist from ray_point to closest_point
+ F32 half_chord_length; // half length of intersection chord
+ F32 in, out; // distances to entering/exiting points
+ temp_vector = ray_to_cyl % cyl_axis;
+ dist_to_closest_point = - (temp_vector * shortest_direction);
+ temp_vector = shortest_direction % cyl_axis;
+ temp_vector.normVec();
+ half_chord_length = (F32) fabs( sqrt(cyl_radius*cyl_radius - shortest_distance * shortest_distance) /
+ (ray_direction * temp_vector) );
+
+ out = dist_to_closest_point + half_chord_length; // dist to exiting point
+ if (out < 0.0f)
+ {
+ // cylinder is behind the ray, so we return false
+ return false;
+ }
+
+ in = dist_to_closest_point - half_chord_length; // dist to entering point
+ if (in < 0.0f)
+ {
+ // ray_point is inside the cylinder
+ // so we store the exiting intersection
+ intersection = ray_point + out * ray_direction;
+ shortest_distance = out;
+ }
+ else
+ {
+ // ray hit cylinder from outside
+ // so we store the entering intersection
+ intersection = ray_point + in * ray_direction;
+ shortest_distance = in;
+ }
+
+ // calculate the normal at intersection
+ if (0.0f == cyl_radius)
+ {
+ intersection_normal.setVec(0.0f, 0.0f, 0.0f);
+ }
+ else
+ {
+ temp_vector = intersection - cyl_bottom;
+ intersection_normal = temp_vector - (temp_vector * cyl_axis) * cyl_axis;
+ intersection_normal.normVec();
+ }
+
+ // check for intersection with end caps
+ // calculate intersection of ray and top plane
+ if (line_plane(ray_point, ray_direction, cyl_top, -cyl_axis, temp_vector)) // NOTE side-effect: changing temp_vector
+ {
+ shortest_distance = (temp_vector - ray_point).magVec();
+ if ( (ray_direction * cyl_axis) > 0.0f)
+ {
+ // ray potentially enters the cylinder at top
+ if (shortest_distance > out)
+ {
+ // ray missed the finite cylinder
+ return false;
+ }
+ if (shortest_distance > in)
+ {
+ // ray intersects cylinder at top plane
+ intersection = temp_vector;
+ intersection_normal = -cyl_axis;
+ return true;
+ }
+ }
+ else
+ {
+ // ray potentially exits the cylinder at top
+ if (shortest_distance < in)
+ {
+ // missed the finite cylinder
+ return false;
+ }
+ }
+
+ // calculate intersection of ray and bottom plane
+ line_plane(ray_point, ray_direction, cyl_bottom, cyl_axis, temp_vector); // NOTE side-effect: changing temp_vector
+ shortest_distance = (temp_vector - ray_point).magVec();
+ if ( (ray_direction * cyl_axis) < 0.0)
+ {
+ // ray potentially enters the cylinder at bottom
+ if (shortest_distance > out)
+ {
+ // ray missed the finite cylinder
+ return false;
+ }
+ if (shortest_distance > in)
+ {
+ // ray intersects cylinder at bottom plane
+ intersection = temp_vector;
+ intersection_normal = cyl_axis;
+ return true;
+ }
+ }
+ else
+ {
+ // ray potentially exits the cylinder at bottom
+ if (shortest_distance < in)
+ {
+ // ray missed the finite cylinder
+ return false;
+ }
+ }
+
+ }
+ else
+ {
+ // ray is parallel to end cap planes
+ temp_vector = cyl_bottom - ray_point;
+ shortest_distance = temp_vector * cyl_axis;
+ if (shortest_distance < 0.0f || shortest_distance > cyl_length)
+ {
+ // ray missed finite cylinder
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+
+U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+
+ // Need to rotate into box frame
+ LLQuaternion into_box_frame(box_rotation); // rotates things from box frame to absolute
+ into_box_frame.conjQuat(); // now rotates things into box frame
+ LLVector3 line_point = (ray_point - box_center) * into_box_frame;
+ LLVector3 line_direction = ray_direction * into_box_frame;
+
+ // Suppose we have a plane: Ax + By + Cz + D = 0
+ // then, assuming [A, B, C] is a unit vector:
+ //
+ // plane_normal = [A, B, C]
+ // D = - (plane_normal * plane_point)
+ //
+ // Suppose we have a line: X = line_point + alpha * line_direction
+ //
+ // the intersection of the plane and line determines alpha
+ //
+ // alpha = - (D + plane_normal * line_point) / (plane_normal * line_direction)
+
+ LLVector3 line_plane_intersection;
+
+ F32 pointX = line_point.mV[VX];
+ F32 pointY = line_point.mV[VY];
+ F32 pointZ = line_point.mV[VZ];
+
+ F32 dirX = line_direction.mV[VX];
+ F32 dirY = line_direction.mV[VY];
+ F32 dirZ = line_direction.mV[VZ];
+
+ // we'll be using the half-scales of the box
+ F32 boxX = 0.5f * box_scale.mV[VX];
+ F32 boxY = 0.5f * box_scale.mV[VY];
+ F32 boxZ = 0.5f * box_scale.mV[VZ];
+
+ // check to see if line_point is OUTSIDE the box
+ if (pointX < -boxX ||
+ pointX > boxX ||
+ pointY < -boxY ||
+ pointY > boxY ||
+ pointZ < -boxZ ||
+ pointZ > boxZ)
+ {
+ // -------------- point is OUTSIDE the box ----------------
+
+ // front
+ if (pointX > 0.0f && dirX < 0.0f)
+ {
+ // plane_normal = [ 1, 0, 0]
+ // plane_normal*line_point = pointX
+ // plane_normal*line_direction = dirX
+ // D = -boxX
+ // alpha = - (-boxX + pointX) / dirX
+ line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction;
+ if (line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation;
+ return FRONT_SIDE;
+ }
+ }
+
+ // back
+ if (pointX < 0.0f && dirX > 0.0f)
+ {
+ // plane_normal = [ -1, 0, 0]
+ // plane_normal*line_point = -pX
+ // plane_normal*line_direction = -direction.mV[VX]
+ // D = -bX
+ // alpha = - (-bX - pX) / (-dirX)
+ line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction;
+ if (line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation;
+ return BACK_SIDE;
+ }
+ }
+
+ // left
+ if (pointY > 0.0f && dirY < 0.0f)
+ {
+ // plane_normal = [0, 1, 0]
+ // plane_normal*line_point = pointY
+ // plane_normal*line_direction = dirY
+ // D = -boxY
+ // alpha = - (-boxY + pointY) / dirY
+ line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction;
+
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation;
+ return LEFT_SIDE;
+ }
+ }
+
+ // right
+ if (pointY < 0.0f && dirY > 0.0f)
+ {
+ // plane_normal = [0, -1, 0]
+ // plane_normal*line_point = -pointY
+ // plane_normal*line_direction = -dirY
+ // D = -boxY
+ // alpha = - (-boxY - pointY) / (-dirY)
+ line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction;
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation;
+ return RIGHT_SIDE;
+ }
+ }
+
+ // top
+ if (pointZ > 0.0f && dirZ < 0.0f)
+ {
+ // plane_normal = [0, 0, 1]
+ // plane_normal*line_point = pointZ
+ // plane_normal*line_direction = dirZ
+ // D = -boxZ
+ // alpha = - (-boxZ + pointZ) / dirZ
+ line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction;
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation;
+ return TOP_SIDE;
+ }
+ }
+
+ // bottom
+ if (pointZ < 0.0f && dirZ > 0.0f)
+ {
+ // plane_normal = [0, 0, -1]
+ // plane_normal*line_point = -pointZ
+ // plane_normal*line_direction = -dirZ
+ // D = -boxZ
+ // alpha = - (-boxZ - pointZ) / (-dirZ)
+ line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction;
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation;
+ return BOTTOM_SIDE;
+ }
+ }
+ return NO_SIDE;
+ }
+
+ // -------------- point is INSIDE the box ----------------
+
+ // front
+ if (dirX > 0.0f)
+ {
+ // plane_normal = [ 1, 0, 0]
+ // plane_normal*line_point = pointX
+ // plane_normal*line_direction = dirX
+ // D = -boxX
+ // alpha = - (-boxX + pointX) / dirX
+ line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction;
+ if (line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation;
+ return FRONT_SIDE;
+ }
+ }
+
+ // back
+ if (dirX < 0.0f)
+ {
+ // plane_normal = [ -1, 0, 0]
+ // plane_normal*line_point = -pX
+ // plane_normal*line_direction = -direction.mV[VX]
+ // D = -bX
+ // alpha = - (-bX - pX) / (-dirX)
+ line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction;
+ if (line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation;
+ return BACK_SIDE;
+ }
+ }
+
+ // left
+ if (dirY > 0.0f)
+ {
+ // plane_normal = [0, 1, 0]
+ // plane_normal*line_point = pointY
+ // plane_normal*line_direction = dirY
+ // D = -boxY
+ // alpha = - (-boxY + pointY) / dirY
+ line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction;
+
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation;
+ return LEFT_SIDE;
+ }
+ }
+
+ // right
+ if (dirY < 0.0f)
+ {
+ // plane_normal = [0, -1, 0]
+ // plane_normal*line_point = -pointY
+ // plane_normal*line_direction = -dirY
+ // D = -boxY
+ // alpha = - (-boxY - pointY) / (-dirY)
+ line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction;
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VZ] < boxZ &&
+ line_plane_intersection.mV[VZ] > -boxZ )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation;
+ return RIGHT_SIDE;
+ }
+ }
+
+ // top
+ if (dirZ > 0.0f)
+ {
+ // plane_normal = [0, 0, 1]
+ // plane_normal*line_point = pointZ
+ // plane_normal*line_direction = dirZ
+ // D = -boxZ
+ // alpha = - (-boxZ + pointZ) / dirZ
+ line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction;
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation;
+ return TOP_SIDE;
+ }
+ }
+
+ // bottom
+ if (dirZ < 0.0f)
+ {
+ // plane_normal = [0, 0, -1]
+ // plane_normal*line_point = -pointZ
+ // plane_normal*line_direction = -dirZ
+ // D = -boxZ
+ // alpha = - (-boxZ - pointZ) / (-dirZ)
+ line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction;
+ if (line_plane_intersection.mV[VX] < boxX &&
+ line_plane_intersection.mV[VX] > -boxX &&
+ line_plane_intersection.mV[VY] < boxY &&
+ line_plane_intersection.mV[VY] > -boxY )
+ {
+ intersection = (line_plane_intersection * box_rotation) + box_center;
+ intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation;
+ return BOTTOM_SIDE;
+ }
+ }
+
+ // should never get here unless line instersects at tangent point on edge or corner
+ // however such cases will be EXTREMELY rare
+ return NO_SIDE;
+}
+
+
+bool ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ // (0) Z
+ // /| \ .
+ // (1)| \ /|\ _.Y
+ // | \ \ | /|
+ // | |\ \ | /
+ // | | \(0)\ | /
+ // | | \ \ |/
+ // | | \ \ (*)----> X
+ // |(3)---\---(2)
+ // |/ \ /
+ // (4)-------(5)
+
+ // need to calculate the points of the prism so we can run ray tests with each face
+ F32 x = prism_scale.mV[VX];
+ F32 y = prism_scale.mV[VY];
+ F32 z = prism_scale.mV[VZ];
+
+ F32 tx = x * 2.0f / 3.0f;
+ F32 ty = y * 0.5f;
+ F32 tz = z * 2.0f / 3.0f;
+
+ LLVector3 point0(tx-x, ty, tz);
+ LLVector3 point1(tx-x, -ty, tz);
+ LLVector3 point2(tx, ty, tz-z);
+ LLVector3 point3(tx-x, ty, tz-z);
+ LLVector3 point4(tx-x, -ty, tz-z);
+ LLVector3 point5(tx, -ty, tz-z);
+
+ // transform these points into absolute frame
+ point0 = (point0 * prism_rotation) + prism_center;
+ point1 = (point1 * prism_rotation) + prism_center;
+ point2 = (point2 * prism_rotation) + prism_center;
+ point3 = (point3 * prism_rotation) + prism_center;
+ point4 = (point4 * prism_rotation) + prism_center;
+ point5 = (point5 * prism_rotation) + prism_center;
+
+ // test ray intersection for each face
+ bool b_hit = false;
+ LLVector3 face_intersection, face_normal;
+ F32 distance_squared = 0.0f;
+ F32 temp;
+
+ // face 0
+ if (ray_direction * ( (point0 - point2) % (point5 - point2)) < 0.0f &&
+ ray_quadrangle(ray_point, ray_direction, point5, point2, point0, intersection, intersection_normal))
+ {
+ distance_squared = (ray_point - intersection).magVecSquared();
+ b_hit = true;
+ }
+
+ // face 1
+ if (ray_direction * ( (point0 - point3) % (point2 - point3)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 2
+ if (ray_direction * ( (point1 - point4) % (point3 - point4)) < 0.0f &&
+ ray_quadrangle(ray_point, ray_direction, point3, point4, point1, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 3
+ if (ray_direction * ( (point5 - point4) % (point1 - point4)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point1, point4, point5, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 4
+ if (ray_direction * ( (point4 - point5) % (point2 - point5)) < 0.0f &&
+ ray_quadrangle(ray_point, ray_direction, point2, point5, point4, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ return b_hit;
+}
+
+
+bool ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ F32 a = 0.5f * F_SQRT3; // height of unit triangle
+ F32 b = 1.0f / F_SQRT3; // distance of center of unit triangle to each point
+ F32 c = F_SQRT2 / F_SQRT3; // height of unit tetrahedron
+ F32 d = 0.5f * F_SQRT3 / F_SQRT2; // distance of center of tetrahedron to each point
+
+ // if we want the tetrahedron to have unit height (c = 1.0) then we need to divide
+ // each constant by hieght of a unit tetrahedron
+ F32 oo_c = 1.0f / c;
+ a = a * oo_c;
+ b = b * oo_c;
+ c = 1.0f;
+ d = d * oo_c;
+ F32 e = 0.5f * oo_c;
+
+ LLVector3 point0( 0.0f, 0.0f, t_scale.mV[VZ] * d);
+ LLVector3 point1(t_scale.mV[VX] * b, 0.0f, t_scale.mV[VZ] * (d-c));
+ LLVector3 point2(t_scale.mV[VX] * (b-a), e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c));
+ LLVector3 point3(t_scale.mV[VX] * (b-a), -e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c));
+
+ // transform these points into absolute frame
+ point0 = (point0 * t_rotation) + t_center;
+ point1 = (point1 * t_rotation) + t_center;
+ point2 = (point2 * t_rotation) + t_center;
+ point3 = (point3 * t_rotation) + t_center;
+
+ // test ray intersection for each face
+ bool b_hit = false;
+ LLVector3 face_intersection, face_normal;
+ F32 distance_squared = 1.0e12f;
+ F32 temp;
+
+ // face 0
+ if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point1, point2, point0, intersection, intersection_normal))
+ {
+ distance_squared = (ray_point - intersection).magVecSquared();
+ b_hit = true;
+ }
+
+ // face 1
+ if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 2
+ if (ray_direction * ( (point1 - point3) % (point0 - point3)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point3, point1, point0, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 3
+ if (ray_direction * ( (point2 - point3) % (point1 - point3)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point3, point2, point1, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ return b_hit;
+}
+
+
+bool ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ // center of mass of pyramid is located 1/4 its height from the base
+ F32 x = 0.5f * p_scale.mV[VX];
+ F32 y = 0.5f * p_scale.mV[VY];
+ F32 z = 0.25f * p_scale.mV[VZ];
+
+ LLVector3 point0(0.0f, 0.0f, p_scale.mV[VZ] - z);
+ LLVector3 point1( x, y, -z);
+ LLVector3 point2(-x, y, -z);
+ LLVector3 point3(-x, -y, -z);
+ LLVector3 point4( x, -y, -z);
+
+ // transform these points into absolute frame
+ point0 = (point0 * p_rotation) + p_center;
+ point1 = (point1 * p_rotation) + p_center;
+ point2 = (point2 * p_rotation) + p_center;
+ point3 = (point3 * p_rotation) + p_center;
+ point4 = (point4 * p_rotation) + p_center;
+
+ // test ray intersection for each face
+ bool b_hit = false;
+ LLVector3 face_intersection, face_normal;
+ F32 distance_squared = 1.0e12f;
+ F32 temp;
+
+ // face 0
+ if (ray_direction * ( (point1 - point4) % (point0 - point4)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point4, point1, point0, intersection, intersection_normal))
+ {
+ distance_squared = (ray_point - intersection).magVecSquared();
+ b_hit = true;
+ }
+
+ // face 1
+ if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point1, point2, point0, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 2
+ if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 3
+ if (ray_direction * ( (point4 - point3) % (point0 - point3)) < 0.0f &&
+ ray_triangle(ray_point, ray_direction, point3, point4, point0, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ distance_squared = temp;
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ distance_squared = (ray_point - face_intersection).magVecSquared();
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ // face 4
+ if (ray_direction * ( (point3 - point4) % (point2 - point4)) < 0.0f &&
+ ray_quadrangle(ray_point, ray_direction, point4, point3, point2, face_intersection, face_normal))
+ {
+ if (b_hit)
+ {
+ temp = (ray_point - face_intersection).magVecSquared();
+ if (temp < distance_squared)
+ {
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ }
+ }
+ else
+ {
+ intersection = face_intersection;
+ intersection_normal = face_normal;
+ b_hit = true;
+ }
+ }
+
+ return b_hit;
+}
+
+
+bool linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
+ LLVector3 &intersection)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_circle(point_a, ray_direction, circle_center, plane_normal, circle_radius, intersection))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_triangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_quadrangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &sphere_center, F32 sphere_radius,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_sphere(point_a, ray_direction, sphere_center, sphere_radius, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_cylinder(point_a, ray_direction, cyl_center, cyl_scale, cyl_rotation, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 direction = point_b - point_a;
+ if (direction.isNull())
+ {
+ return NO_SIDE;
+ }
+
+ F32 segment_length = direction.normVec();
+ U32 box_side = ray_box(point_a, direction, box_center, box_scale, box_rotation, intersection, intersection_normal);
+ if (NO_SIDE == box_side || segment_length < (intersection - point_a).magVec())
+ {
+ return NO_SIDE;
+ }
+
+ return box_side;
+}
+
+
+bool linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_prism(point_a, ray_direction, prism_center, prism_scale, prism_rotation, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_tetrahedron(point_a, ray_direction, t_center, t_scale, t_rotation, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+bool linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal)
+{
+ LLVector3 ray_direction = point_b - point_a;
+ F32 segment_length = ray_direction.normVec();
+
+ if (ray_pyramid(point_a, ray_direction, p_center, p_scale, p_rotation, intersection, intersection_normal))
+ {
+ if (segment_length >= (point_a - intersection).magVec())
+ {
+ return true;
+ }
+ }
+ return false;
+}
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