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-rw-r--r--indra/llmath/raytrace.h136
1 files changed, 68 insertions, 68 deletions
diff --git a/indra/llmath/raytrace.h b/indra/llmath/raytrace.h
index 2352790b1f..b55f29aef6 100644
--- a/indra/llmath/raytrace.h
+++ b/indra/llmath/raytrace.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file raytrace.h
* @brief Ray intersection tests for primitives.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -39,7 +39,7 @@ class LLQuaternion;
// 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
+// 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).
@@ -55,7 +55,7 @@ class LLQuaternion;
// 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 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.
@@ -63,25 +63,25 @@ class LLQuaternion;
// 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);
+ const LLVector3 &plane_point, const LLVector3 plane_normal,
+ LLVector3 &intersection);
// 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);
+ 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);
+ 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);
+ 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
@@ -89,96 +89,96 @@ bool ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
// ==> 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);
+ 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);
+ const LLVector3 &sphere_center, F32 sphere_radius,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
-// finite right cylinder is defined by end centers: "cyl_top", "cyl_bottom",
+// 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);
+ 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...
+// 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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
@@ -186,44 +186,44 @@ bool linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
// ==> 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);
+ 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);
+ const LLVector3 &sphere_center, F32 sphere_radius,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
-// finite right cylinder is defined by end centers: "cyl_top", "cyl_bottom",
+// 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);
+ 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...
+// 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);
+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);
+ 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);
+ 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);
+ const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
+ LLVector3 &intersection, LLVector3 &intersection_normal);
#endif