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authorJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
committerJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
commit420b91db29485df39fd6e724e782c449158811cb (patch)
treeb471a94563af914d3ed3edd3e856d21cb1b69945 /indra/llmath/raytrace.h
Print done when done.
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+/**
+ * @file raytrace.h
+ * @brief Ray intersection tests for primitives.
+ *
+ * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_RAYTRACE_H
+#define LL_RAYTRACE_H
+
+class LLVector3;
+class LLQuaternion;
+
+// All functions produce results in the same reference frame as the arguments.
+//
+// Any arguments of the form "foo_direction" or "foo_normal" are assumed to
+// be normalized, or normalized vectors are stored in them.
+//
+// Vector arguments of the form "shape_scale" represent the scale of the
+// object along the three axes.
+//
+// All functions return the expected TRUE or FALSE, unless otherwise noted.
+// When FALSE is returned, any resulting values that might have been stored
+// are undefined.
+//
+// Rays are defined by a "ray_point" and a "ray_direction" (unit).
+//
+// Lines are defined by a "line_point" and a "line_direction" (unit).
+//
+// Line segements are defined by "point_a" and "point_b", and for intersection
+// purposes are assumed to point from "point_a" to "point_b".
+//
+// A ray is different from a line in that it starts at a point and extends
+// in only one direction.
+//
+// Intersection normals always point outside the object, normal to the object's
+// surface at the point of intersection.
+//
+// Object rotations passed as quaternions are expected to rotate from the
+// object's local frame to the absolute frame. So, if "foo" is a vector in
+// the object's local frame, then "foo * object_rotation" is in the absolute
+// frame.
+
+
+// returns TRUE iff line is not parallel to plane.
+BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
+ const LLVector3 &plane_point, const LLVector3 plane_normal,
+ LLVector3 &intersection);
+
+
+// returns TRUE iff line is not parallel to plane.
+BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &plane_point, const LLVector3 plane_normal,
+ LLVector3 &intersection);
+
+
+BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
+ LLVector3 &intersection);
+
+// point_0 through point_2 define the plane_normal via the right-hand rule:
+// circle from point_0 to point_2 with fingers ==> thumb points in direction of normal
+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);
+
+
+// point_0 is the lower-left corner, point_1 is the lower-right, point_2 is the upper-right
+// right-hand-rule... curl fingers from lower-left toward lower-right then toward upper-right
+// ==> thumb points in direction of normal
+// assumes a parallelogram, so point_3 is determined by the other points
+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);
+
+
+BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &sphere_center, F32 sphere_radius,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+
+
+// finite right cylinder is defined by end centers: "cyl_top", "cyl_bottom",
+// and by the cylinder radius "cyl_radius"
+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);
+
+
+// this function doesn't just return a BOOL because the return is currently
+// used to decide how to break up boxes that have been hit by shots...
+// a hack that will probably be changed later
+//
+// returns a number representing the side of the box that was hit by the ray,
+// or NO_SIDE if intersection test failed.
+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);
+
+
+/* TODO
+BOOL ray_ellipsoid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &e_center, const LLVector3 &e_scale, const LLQuaternion &e_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+
+
+BOOL ray_cone(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &cone_tip, const LLVector3 &cone_bottom,
+ const LLVector3 &cone_scale, const LLQuaternion &cone_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+*/
+
+
+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);
+
+
+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);
+
+
+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);
+
+
+
+/* TODO
+BOOL ray_hemiellipsoid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &e_center, const LLVector3 &e_scale, const LLQuaternion &e_rotation,
+ const LLVector3 &e_cut_normal,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+
+
+BOOL ray_hemisphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &sphere_center, F32 sphere_radius, const LLVector3 &sphere_cut_normal,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+
+
+BOOL ray_hemicylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &cyl_top, const LLVector3 &cyl_bottom, F32 cyl_radius,
+ const LLVector3 &cyl_cut_normal,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+
+
+BOOL ray_hemicone(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+ const LLVector3 &cone_tip, const LLVector3 &cone_bottom,
+ const LLVector3 &cone_scale, const LLVector3 &cyl_cut_normal,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+*/
+
+
+BOOL linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
+ LLVector3 &intersection);
+
+// point_0 through point_2 define the plane_normal via the right-hand rule:
+// circle from point_0 to point_2 with fingers ==> thumb points in direction of normal
+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);
+
+
+// point_0 is the lower-left corner, point_1 is the lower-right, point_2 is the upper-right
+// right-hand-rule... curl fingers from lower-left toward lower-right then toward upper-right
+// ==> thumb points in direction of normal
+// assumes a parallelogram, so point_3 is determined by the other points
+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);
+
+
+BOOL linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
+ const LLVector3 &sphere_center, F32 sphere_radius,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
+
+
+// finite right cylinder is defined by end centers: "cyl_top", "cyl_bottom",
+// and by the cylinder radius "cyl_radius"
+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);
+
+
+// this function doesn't just return a BOOL because the return is currently
+// used to decide how to break up boxes that have been hit by shots...
+// a hack that will probably be changed later
+//
+// returns a number representing the side of the box that was hit by the ray,
+// or NO_SIDE if intersection test failed.
+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);
+
+
+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);
+
+
+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);
+
+
+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);
+
+
+#endif
+