diff options
-rw-r--r-- | indra/llcommon/llcallbacklist.cpp | 8 | ||||
-rw-r--r-- | indra/llcommon/llstring.h | 4 | ||||
-rw-r--r-- | indra/llmath/raytrace.cpp | 74 | ||||
-rw-r--r-- | indra/llmath/raytrace.h | 26 |
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); |