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-rw-r--r--indra/llmath/raytrace.cpp187
1 files changed, 91 insertions, 96 deletions
diff --git a/indra/llmath/raytrace.cpp b/indra/llmath/raytrace.cpp
index de51313fa2..893bf1fc70 100644
--- a/indra/llmath/raytrace.cpp
+++ b/indra/llmath/raytrace.cpp
@@ -34,7 +34,7 @@
#include "raytrace.h"
-BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
+bool line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
const LLVector3 &plane_point, const LLVector3 plane_normal,
LLVector3 &intersection)
{
@@ -43,18 +43,18 @@ 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,
+bool ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
const LLVector3 &plane_point, const LLVector3 plane_normal,
LLVector3 &intersection)
{
@@ -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)
{
@@ -88,14 +88,14 @@ 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,
+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)
{
@@ -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)
{
@@ -242,7 +242,7 @@ 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 bottom of cylinder from outside
intersection = ray_point - shortest_distance * cyl_axis;
@@ -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
@@ -298,8 +298,8 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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;
+ // cylinder is behind the ray, so we 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;
}
@@ -710,7 +710,7 @@ U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction,
}
-BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+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)
{
@@ -751,7 +751,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
point5 = (point5 * prism_rotation) + prism_center;
// test ray intersection for each face
- BOOL b_hit = FALSE;
+ bool b_hit = false;
LLVector3 face_intersection, face_normal;
F32 distance_squared = 0.0f;
F32 temp;
@@ -761,14 +761,14 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
ray_quadrangle(ray_point, ray_direction, point5, point2, point0, intersection, intersection_normal))
{
distance_squared = (ray_point - intersection).magVecSquared();
- b_hit = TRUE;
+ 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 (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -783,7 +783,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -791,7 +791,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point1 - point4) % (point3 - point4)) < 0.0f &&
ray_quadrangle(ray_point, ray_direction, point3, point4, point1, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -806,7 +806,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -814,7 +814,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point5 - point4) % (point1 - point4)) < 0.0f &&
ray_triangle(ray_point, ray_direction, point1, point4, point5, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -829,7 +829,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -837,7 +837,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point4 - point5) % (point2 - point5)) < 0.0f &&
ray_quadrangle(ray_point, ray_direction, point2, point5, point4, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -852,7 +852,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -860,7 +860,7 @@ BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
}
-BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+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)
{
@@ -890,7 +890,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
point3 = (point3 * t_rotation) + t_center;
// test ray intersection for each face
- BOOL b_hit = FALSE;
+ bool b_hit = false;
LLVector3 face_intersection, face_normal;
F32 distance_squared = 1.0e12f;
F32 temp;
@@ -900,14 +900,14 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
ray_triangle(ray_point, ray_direction, point1, point2, point0, intersection, intersection_normal))
{
distance_squared = (ray_point - intersection).magVecSquared();
- b_hit = TRUE;
+ 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 (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -922,7 +922,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -930,7 +930,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point1 - point3) % (point0 - point3)) < 0.0f &&
ray_triangle(ray_point, ray_direction, point3, point1, point0, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -945,7 +945,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -953,7 +953,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point2 - point3) % (point1 - point3)) < 0.0f &&
ray_triangle(ray_point, ray_direction, point3, point2, point1, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -966,7 +966,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
{
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -974,7 +974,7 @@ BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
}
-BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
+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)
{
@@ -997,7 +997,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
point4 = (point4 * p_rotation) + p_center;
// test ray intersection for each face
- BOOL b_hit = FALSE;
+ bool b_hit = false;
LLVector3 face_intersection, face_normal;
F32 distance_squared = 1.0e12f;
F32 temp;
@@ -1007,14 +1007,14 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
ray_triangle(ray_point, ray_direction, point4, point1, point0, intersection, intersection_normal))
{
distance_squared = (ray_point - intersection).magVecSquared();
- b_hit = TRUE;
+ 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 (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -1029,7 +1029,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -1037,7 +1037,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f &&
ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -1052,7 +1052,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -1060,7 +1060,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point4 - point3) % (point0 - point3)) < 0.0f &&
ray_triangle(ray_point, ray_direction, point3, point4, point0, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -1075,7 +1075,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
distance_squared = (ray_point - face_intersection).magVecSquared();
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -1083,7 +1083,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
if (ray_direction * ( (point3 - point4) % (point2 - point4)) < 0.0f &&
ray_quadrangle(ray_point, ray_direction, point4, point3, point2, face_intersection, face_normal))
{
- if (TRUE == b_hit)
+ if (b_hit)
{
temp = (ray_point - face_intersection).magVecSquared();
if (temp < distance_squared)
@@ -1096,7 +1096,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
{
intersection = face_intersection;
intersection_normal = face_normal;
- b_hit = TRUE;
+ b_hit = true;
}
}
@@ -1104,7 +1104,7 @@ BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
}
-BOOL linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
+bool linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
LLVector3 &intersection)
{
@@ -1115,14 +1115,14 @@ BOOL linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
+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)
{
@@ -1133,14 +1133,14 @@ BOOL linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b,
+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)
{
@@ -1151,14 +1151,14 @@ BOOL linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
+bool linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
const LLVector3 &sphere_center, F32 sphere_radius,
LLVector3 &intersection, LLVector3 &intersection_normal)
{
@@ -1169,14 +1169,14 @@ BOOL linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b,
+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)
{
@@ -1187,10 +1187,10 @@ BOOL linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
@@ -1215,7 +1215,7 @@ U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b,
}
-BOOL linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b,
+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)
{
@@ -1226,14 +1226,14 @@ BOOL linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b,
+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)
{
@@ -1244,14 +1244,14 @@ BOOL linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-BOOL linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b,
+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)
{
@@ -1262,13 +1262,8 @@ BOOL linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b,
{
if (segment_length >= (point_a - intersection).magVec())
{
- return TRUE;
+ return true;
}
}
- return FALSE;
+ return false;
}
-
-
-
-
-