diff options
Diffstat (limited to 'indra/llmath/raytrace.h')
-rw-r--r-- | indra/llmath/raytrace.h | 63 |
1 files changed, 30 insertions, 33 deletions
diff --git a/indra/llmath/raytrace.h b/indra/llmath/raytrace.h index 01b8ee64f4..b55f29aef6 100644 --- a/indra/llmath/raytrace.h +++ b/indra/llmath/raytrace.h @@ -38,8 +38,8 @@ class LLQuaternion; // 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 +// 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). @@ -61,25 +61,25 @@ class LLQuaternion; // frame. -// returns TRUE iff line is not parallel to plane. -BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction, +// 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, +// 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, +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); @@ -88,24 +88,24 @@ 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, +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); -// this function doesn't just return a BOOL because the return is currently +// 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 // @@ -117,66 +117,66 @@ U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction, /* TODO -BOOL ray_ellipsoid(const LLVector3 &ray_point, const LLVector3 &ray_direction, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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); @@ -185,24 +185,24 @@ BOOL linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b, // 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, +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, +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, +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 +// 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 // @@ -213,20 +213,17 @@ U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b, LLVector3 &intersection, LLVector3 &intersection_normal); -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); -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); -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); - - #endif - |