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-rw-r--r--indra/llcommon/llcallbacklist.cpp8
-rw-r--r--indra/llcommon/llstring.h4
-rw-r--r--indra/llmath/raytrace.cpp74
-rw-r--r--indra/llmath/raytrace.h26
4 files changed, 56 insertions, 56 deletions
diff --git a/indra/llcommon/llcallbacklist.cpp b/indra/llcommon/llcallbacklist.cpp
index 9f23ce5317..4ccf08cbbb 100644
--- a/indra/llcommon/llcallbacklist.cpp
+++ b/indra/llcommon/llcallbacklist.cpp
@@ -70,11 +70,11 @@ bool LLCallbackList::containsFunction( callback_t func, void *data)
callback_list_t::iterator iter = find(func,data);
if (iter != mCallbackList.end())
{
- return TRUE;
+ return true;
}
else
{
- return FALSE;
+ return false;
}
}
@@ -85,11 +85,11 @@ bool LLCallbackList::deleteFunction( callback_t func, void *data)
if (iter != mCallbackList.end())
{
mCallbackList.erase(iter);
- return TRUE;
+ return true;
}
else
{
- return FALSE;
+ return false;
}
}
diff --git a/indra/llcommon/llstring.h b/indra/llcommon/llstring.h
index 1fd6cac14a..66ee42af2a 100644
--- a/indra/llcommon/llstring.h
+++ b/indra/llcommon/llstring.h
@@ -1598,12 +1598,12 @@ template<class T>
BOOL LLStringUtilBase<T>::containsNonprintable(const string_type& string)
{
const char MIN = 32;
- BOOL rv = FALSE;
+ BOOL rv = false;
for (size_type i = 0; i < string.size(); i++)
{
if(string[i] < MIN)
{
- rv = TRUE;
+ rv = true;
break;
}
}
diff --git a/indra/llmath/raytrace.cpp b/indra/llmath/raytrace.cpp
index f38fe49bcb..fde12876c7 100644
--- a/indra/llmath/raytrace.cpp
+++ b/indra/llmath/raytrace.cpp
@@ -34,8 +34,8 @@
#include "raytrace.h"
-BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
- const LLVector3 &plane_point, const LLVector3 plane_normal,
+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;
@@ -43,19 +43,19 @@ BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
{
// line is perpendicular to plane normal
// so it is either entirely on plane, or not on plane at all
- return FALSE;
+ 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;
+ return true;
}
-BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
- const LLVector3 &plane_point, const LLVector3 plane_normal,
+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;
@@ -63,7 +63,7 @@ BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
{
// ray is perpendicular to plane normal
// so it is either entirely on plane, or not on plane at all
- return FALSE;
+ return false;
}
// Ax + By, + Cz + D = 0
// D = - (plane_point * plane_normal)
@@ -73,14 +73,14 @@ BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (alpha < 0.0f)
{
// ray points away from plane
- return FALSE;
+ return false;
}
intersection = ray_point + alpha * ray_direction;
- return TRUE;
+ return true;
}
-BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+bool ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
LLVector3 &intersection)
{
@@ -88,15 +88,15 @@ BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
{
if (circle_radius >= (intersection - circle_center).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ 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,
+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;
@@ -112,15 +112,15 @@ BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f &&
intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f)
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
// assumes a parallelogram
-BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+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)
{
@@ -140,14 +140,14 @@ BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f &&
intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f)
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+bool ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
const LLVector3 &sphere_center, F32 sphere_radius,
LLVector3 &intersection, LLVector3 &intersection_normal)
{
@@ -160,7 +160,7 @@ BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
F32 radius_squared = sphere_radius * sphere_radius;
if (shortest_distance > radius_squared)
{
- return FALSE;
+ return false;
}
F32 half_chord = (F32) sqrt(radius_squared - shortest_distance);
@@ -170,7 +170,7 @@ BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (dot < 0.0f)
{
// ray shoots away from sphere and is not inside it
- return FALSE;
+ return false;
}
shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point);
@@ -195,11 +195,11 @@ BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
intersection_normal.setVec(0.0f, 0.0f, 0.0f);
}
- return TRUE;
+ return true;
}
-BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+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)
{
@@ -270,15 +270,15 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (dot < 0.0f)
{
// ray points away from cylinder bottom
- return FALSE;
+ return false;
}
// ray hit top from outside
intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis;
intersection_normal = -cyl_axis;
}
- return TRUE;
+ return true;
}
- return FALSE;
+ return false;
}
// check for intersection with infinite cylinder
@@ -299,7 +299,7 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (out < 0.0f)
{
// cylinder is behind the ray, so we return FALSE
- return FALSE;
+ return false;
}
in = dist_to_closest_point - half_chord_length; // dist to entering point
@@ -341,14 +341,14 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (shortest_distance > out)
{
// ray missed the finite cylinder
- return FALSE;
+ return false;
}
if (shortest_distance > in)
{
// ray intersects cylinder at top plane
intersection = temp_vector;
intersection_normal = -cyl_axis;
- return TRUE;
+ return true;
}
}
else
@@ -357,7 +357,7 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (shortest_distance < in)
{
// missed the finite cylinder
- return FALSE;
+ return false;
}
}
@@ -370,14 +370,14 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (shortest_distance > out)
{
// ray missed the finite cylinder
- return FALSE;
+ return false;
}
if (shortest_distance > in)
{
// ray intersects cylinder at bottom plane
intersection = temp_vector;
intersection_normal = cyl_axis;
- return TRUE;
+ return true;
}
}
else
@@ -386,7 +386,7 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (shortest_distance < in)
{
// ray missed the finite cylinder
- return FALSE;
+ return false;
}
}
@@ -399,14 +399,14 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (shortest_distance < 0.0f || shortest_distance > cyl_length)
{
// ray missed finite cylinder
- return FALSE;
+ return false;
}
}
- return TRUE;
+ return true;
}
- return FALSE;
+ return false;
}
diff --git a/indra/llmath/raytrace.h b/indra/llmath/raytrace.h
index 2d32af0c86..92bca45566 100644
--- a/indra/llmath/raytrace.h
+++ b/indra/llmath/raytrace.h
@@ -61,26 +61,26 @@ class LLQuaternion;
// 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,
+// returns true if 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,
+// returns true if 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,
+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,
+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);
@@ -88,19 +88,19 @@ BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
// 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,
+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,
+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,
+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);