diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 21:25:21 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 22:40:26 +0300 |
commit | e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch) | |
tree | 1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llmath/raytrace.cpp | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
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 6bdb1280ba..893bf1fc70 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; +} |