/** * @file raytrace.cpp * @brief Functions called by box object scripts. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "linden_common.h" #include "math.h" //#include "vmath.h" #include "v3math.h" #include "llquaternion.h" #include "m3math.h" #include "raytrace.h" 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; if (0.0f == N) { // line is perpendicular to plane normal // so it is either entirely on plane, or not on plane at all 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; } 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; if (0.0f == N) { // ray is perpendicular to plane normal // so it is either entirely on plane, or not on plane at all return false; } // Ax + By, + Cz + D = 0 // D = - (plane_point * plane_normal) // N = ray_direction * plane_normal // intersection = ray_point - ((D + plane_normal * ray_point) / N) * ray_direction F32 alpha = -(plane_normal * ray_point - plane_point * plane_normal) / N; if (alpha < 0.0f) { // ray points away from plane return false; } intersection = ray_point + alpha * ray_direction; return true; } bool ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction, const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius, LLVector3 &intersection) { if (ray_plane(ray_point, ray_direction, circle_center, plane_normal, intersection)) { if (circle_radius >= (intersection - circle_center).magVec()) { return true; } } 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, LLVector3 &intersection, LLVector3 &intersection_normal) { LLVector3 side_01 = point_1 - point_0; LLVector3 side_12 = point_2 - point_1; intersection_normal = side_01 % side_12; intersection_normal.normVec(); if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection)) { LLVector3 side_20 = point_0 - point_2; if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f && intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f && intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f) { return true; } } return false; } // assumes a parallelogram 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) { LLVector3 side_01 = point_1 - point_0; LLVector3 side_12 = point_2 - point_1; intersection_normal = side_01 % side_12; intersection_normal.normVec(); if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection)) { LLVector3 point_3 = point_0 + (side_12); LLVector3 side_23 = point_3 - point_2; LLVector3 side_30 = point_0 - point_3; if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f && intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f && intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f && intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f) { return true; } } return false; } bool ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction, const LLVector3 &sphere_center, F32 sphere_radius, LLVector3 &intersection, LLVector3 &intersection_normal) { LLVector3 ray_to_sphere = sphere_center - ray_point; F32 dot = ray_to_sphere * ray_direction; LLVector3 closest_approach = dot * ray_direction - ray_to_sphere; F32 shortest_distance = closest_approach.magVecSquared(); F32 radius_squared = sphere_radius * sphere_radius; if (shortest_distance > radius_squared) { return false; } F32 half_chord = (F32) sqrt(radius_squared - shortest_distance); closest_approach = sphere_center + closest_approach; // closest_approach now in absolute coordinates intersection = closest_approach + half_chord * ray_direction; dot = ray_direction * (intersection - ray_point); if (dot < 0.0f) { // ray shoots away from sphere and is not inside it return false; } shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point); if (shortest_distance > 0.0f) { // ray enters sphere intersection = intersection - (2.0f * half_chord) * ray_direction; } else { // do nothing // ray starts inside sphere and intersects as it leaves the sphere } intersection_normal = intersection - sphere_center; if (sphere_radius > 0.0f) { intersection_normal *= 1.0f / sphere_radius; } else { intersection_normal.setVec(0.0f, 0.0f, 0.0f); } return true; } 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) { // calculate the centers of the cylinder caps in the absolute frame LLVector3 cyl_top(0.0f, 0.0f, 0.5f * cyl_scale.mV[VZ]); LLVector3 cyl_bottom(0.0f, 0.0f, -cyl_top.mV[VZ]); cyl_top = (cyl_top * cyl_rotation) + cyl_center; cyl_bottom = (cyl_bottom * cyl_rotation) + cyl_center; // we only handle cylinders with circular cross-sections at the moment F32 cyl_radius = 0.5f * llmax(cyl_scale.mV[VX], cyl_scale.mV[VY]); // HACK until scaled cylinders are supported // This implementation is based on the intcyl() function from Graphics_Gems_IV, page 361 LLVector3 cyl_axis; // axis direction (bottom toward top) LLVector3 ray_to_cyl; // ray_point to cyl_top F32 shortest_distance; // shortest distance from ray to axis F32 cyl_length; LLVector3 shortest_direction; LLVector3 temp_vector; cyl_axis = cyl_bottom - cyl_top; cyl_length = cyl_axis.normVec(); ray_to_cyl = ray_point - cyl_bottom; shortest_direction = ray_direction % cyl_axis; shortest_distance = shortest_direction.normVec(); // recycle shortest_distance // check for ray parallel to cylinder axis if (0.0f == shortest_distance) { // ray is parallel to cylinder axis temp_vector = ray_to_cyl - (ray_to_cyl * cyl_axis) * cyl_axis; shortest_distance = temp_vector.magVec(); if (shortest_distance <= cyl_radius) { shortest_distance = ray_to_cyl * cyl_axis; F32 dot = ray_direction * cyl_axis; if (shortest_distance > 0.0) { if (dot > 0.0f) { // ray points away from cylinder bottom return false; } // ray hit bottom of cylinder from outside intersection = ray_point - shortest_distance * cyl_axis; intersection_normal = cyl_axis; } else if (shortest_distance > -cyl_length) { // ray starts inside cylinder if (dot < 0.0f) { // ray hit top from inside intersection = ray_point - (cyl_length + shortest_distance) * cyl_axis; intersection_normal = -cyl_axis; } else { // ray hit bottom from inside intersection = ray_point - shortest_distance * cyl_axis; intersection_normal = cyl_axis; } } else { if (dot < 0.0f) { // ray points away from cylinder bottom return false; } // ray hit top from outside intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis; intersection_normal = -cyl_axis; } return true; } return false; } // check for intersection with infinite cylinder shortest_distance = (F32) fabs(ray_to_cyl * shortest_direction); if (shortest_distance <= cyl_radius) { F32 dist_to_closest_point; // dist from ray_point to closest_point F32 half_chord_length; // half length of intersection chord F32 in, out; // distances to entering/exiting points temp_vector = ray_to_cyl % cyl_axis; dist_to_closest_point = - (temp_vector * shortest_direction); temp_vector = shortest_direction % cyl_axis; temp_vector.normVec(); half_chord_length = (F32) fabs( sqrt(cyl_radius*cyl_radius - shortest_distance * shortest_distance) / (ray_direction * temp_vector) ); 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; } in = dist_to_closest_point - half_chord_length; // dist to entering point if (in < 0.0f) { // ray_point is inside the cylinder // so we store the exiting intersection intersection = ray_point + out * ray_direction; shortest_distance = out; } else { // ray hit cylinder from outside // so we store the entering intersection intersection = ray_point + in * ray_direction; shortest_distance = in; } // calculate the normal at intersection if (0.0f == cyl_radius) { intersection_normal.setVec(0.0f, 0.0f, 0.0f); } else { temp_vector = intersection - cyl_bottom; intersection_normal = temp_vector - (temp_vector * cyl_axis) * cyl_axis; intersection_normal.normVec(); } // check for intersection with end caps // calculate intersection of ray and top plane if (line_plane(ray_point, ray_direction, cyl_top, -cyl_axis, temp_vector)) // NOTE side-effect: changing temp_vector { shortest_distance = (temp_vector - ray_point).magVec(); if ( (ray_direction * cyl_axis) > 0.0f) { // ray potentially enters the cylinder at top if (shortest_distance > out) { // ray missed the finite cylinder return false; } if (shortest_distance > in) { // ray intersects cylinder at top plane intersection = temp_vector; intersection_normal = -cyl_axis; return true; } } else { // ray potentially exits the cylinder at top if (shortest_distance < in) { // missed the finite cylinder return false; } } // calculate intersection of ray and bottom plane line_plane(ray_point, ray_direction, cyl_bottom, cyl_axis, temp_vector); // NOTE side-effect: changing temp_vector shortest_distance = (temp_vector - ray_point).magVec(); if ( (ray_direction * cyl_axis) < 0.0) { // ray potentially enters the cylinder at bottom if (shortest_distance > out) { // ray missed the finite cylinder return false; } if (shortest_distance > in) { // ray intersects cylinder at bottom plane intersection = temp_vector; intersection_normal = cyl_axis; return true; } } else { // ray potentially exits the cylinder at bottom if (shortest_distance < in) { // ray missed the finite cylinder return false; } } } else { // ray is parallel to end cap planes temp_vector = cyl_bottom - ray_point; shortest_distance = temp_vector * cyl_axis; if (shortest_distance < 0.0f || shortest_distance > cyl_length) { // ray missed finite cylinder return false; } } return true; } return false; } 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) { // Need to rotate into box frame LLQuaternion into_box_frame(box_rotation); // rotates things from box frame to absolute into_box_frame.conjQuat(); // now rotates things into box frame LLVector3 line_point = (ray_point - box_center) * into_box_frame; LLVector3 line_direction = ray_direction * into_box_frame; // Suppose we have a plane: Ax + By + Cz + D = 0 // then, assuming [A, B, C] is a unit vector: // // plane_normal = [A, B, C] // D = - (plane_normal * plane_point) // // Suppose we have a line: X = line_point + alpha * line_direction // // the intersection of the plane and line determines alpha // // alpha = - (D + plane_normal * line_point) / (plane_normal * line_direction) LLVector3 line_plane_intersection; F32 pointX = line_point.mV[VX]; F32 pointY = line_point.mV[VY]; F32 pointZ = line_point.mV[VZ]; F32 dirX = line_direction.mV[VX]; F32 dirY = line_direction.mV[VY]; F32 dirZ = line_direction.mV[VZ]; // we'll be using the half-scales of the box F32 boxX = 0.5f * box_scale.mV[VX]; F32 boxY = 0.5f * box_scale.mV[VY]; F32 boxZ = 0.5f * box_scale.mV[VZ]; // check to see if line_point is OUTSIDE the box if (pointX < -boxX || pointX > boxX || pointY < -boxY || pointY > boxY || pointZ < -boxZ || pointZ > boxZ) { // -------------- point is OUTSIDE the box ---------------- // front if (pointX > 0.0f && dirX < 0.0f) { // plane_normal = [ 1, 0, 0] // plane_normal*line_point = pointX // plane_normal*line_direction = dirX // D = -boxX // alpha = - (-boxX + pointX) / dirX line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction; if (line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation; return FRONT_SIDE; } } // back if (pointX < 0.0f && dirX > 0.0f) { // plane_normal = [ -1, 0, 0] // plane_normal*line_point = -pX // plane_normal*line_direction = -direction.mV[VX] // D = -bX // alpha = - (-bX - pX) / (-dirX) line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction; if (line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation; return BACK_SIDE; } } // left if (pointY > 0.0f && dirY < 0.0f) { // plane_normal = [0, 1, 0] // plane_normal*line_point = pointY // plane_normal*line_direction = dirY // D = -boxY // alpha = - (-boxY + pointY) / dirY line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation; return LEFT_SIDE; } } // right if (pointY < 0.0f && dirY > 0.0f) { // plane_normal = [0, -1, 0] // plane_normal*line_point = -pointY // plane_normal*line_direction = -dirY // D = -boxY // alpha = - (-boxY - pointY) / (-dirY) line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation; return RIGHT_SIDE; } } // top if (pointZ > 0.0f && dirZ < 0.0f) { // plane_normal = [0, 0, 1] // plane_normal*line_point = pointZ // plane_normal*line_direction = dirZ // D = -boxZ // alpha = - (-boxZ + pointZ) / dirZ line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation; return TOP_SIDE; } } // bottom if (pointZ < 0.0f && dirZ > 0.0f) { // plane_normal = [0, 0, -1] // plane_normal*line_point = -pointZ // plane_normal*line_direction = -dirZ // D = -boxZ // alpha = - (-boxZ - pointZ) / (-dirZ) line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation; return BOTTOM_SIDE; } } return NO_SIDE; } // -------------- point is INSIDE the box ---------------- // front if (dirX > 0.0f) { // plane_normal = [ 1, 0, 0] // plane_normal*line_point = pointX // plane_normal*line_direction = dirX // D = -boxX // alpha = - (-boxX + pointX) / dirX line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction; if (line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation; return FRONT_SIDE; } } // back if (dirX < 0.0f) { // plane_normal = [ -1, 0, 0] // plane_normal*line_point = -pX // plane_normal*line_direction = -direction.mV[VX] // D = -bX // alpha = - (-bX - pX) / (-dirX) line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction; if (line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation; return BACK_SIDE; } } // left if (dirY > 0.0f) { // plane_normal = [0, 1, 0] // plane_normal*line_point = pointY // plane_normal*line_direction = dirY // D = -boxY // alpha = - (-boxY + pointY) / dirY line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation; return LEFT_SIDE; } } // right if (dirY < 0.0f) { // plane_normal = [0, -1, 0] // plane_normal*line_point = -pointY // plane_normal*line_direction = -dirY // D = -boxY // alpha = - (-boxY - pointY) / (-dirY) line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VZ] < boxZ && line_plane_intersection.mV[VZ] > -boxZ ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation; return RIGHT_SIDE; } } // top if (dirZ > 0.0f) { // plane_normal = [0, 0, 1] // plane_normal*line_point = pointZ // plane_normal*line_direction = dirZ // D = -boxZ // alpha = - (-boxZ + pointZ) / dirZ line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation; return TOP_SIDE; } } // bottom if (dirZ < 0.0f) { // plane_normal = [0, 0, -1] // plane_normal*line_point = -pointZ // plane_normal*line_direction = -dirZ // D = -boxZ // alpha = - (-boxZ - pointZ) / (-dirZ) line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction; if (line_plane_intersection.mV[VX] < boxX && line_plane_intersection.mV[VX] > -boxX && line_plane_intersection.mV[VY] < boxY && line_plane_intersection.mV[VY] > -boxY ) { intersection = (line_plane_intersection * box_rotation) + box_center; intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation; return BOTTOM_SIDE; } } // should never get here unless line instersects at tangent point on edge or corner // however such cases will be EXTREMELY rare return NO_SIDE; } 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) { // (0) Z // /| \ . // (1)| \ /|\ _.Y // | \ \ | /| // | |\ \ | / // | | \(0)\ | / // | | \ \ |/ // | | \ \ (*)----> X // |(3)---\---(2) // |/ \ / // (4)-------(5) // need to calculate the points of the prism so we can run ray tests with each face F32 x = prism_scale.mV[VX]; F32 y = prism_scale.mV[VY]; F32 z = prism_scale.mV[VZ]; F32 tx = x * 2.0f / 3.0f; F32 ty = y * 0.5f; F32 tz = z * 2.0f / 3.0f; LLVector3 point0(tx-x, ty, tz); LLVector3 point1(tx-x, -ty, tz); LLVector3 point2(tx, ty, tz-z); LLVector3 point3(tx-x, ty, tz-z); LLVector3 point4(tx-x, -ty, tz-z); LLVector3 point5(tx, -ty, tz-z); // transform these points into absolute frame point0 = (point0 * prism_rotation) + prism_center; point1 = (point1 * prism_rotation) + prism_center; point2 = (point2 * prism_rotation) + prism_center; point3 = (point3 * prism_rotation) + prism_center; point4 = (point4 * prism_rotation) + prism_center; point5 = (point5 * prism_rotation) + prism_center; // test ray intersection for each face bool b_hit = false; LLVector3 face_intersection, face_normal; F32 distance_squared = 0.0f; F32 temp; // face 0 if (ray_direction * ( (point0 - point2) % (point5 - point2)) < 0.0f && ray_quadrangle(ray_point, ray_direction, point5, point2, point0, intersection, intersection_normal)) { distance_squared = (ray_point - intersection).magVecSquared(); 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 (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 2 if (ray_direction * ( (point1 - point4) % (point3 - point4)) < 0.0f && ray_quadrangle(ray_point, ray_direction, point3, point4, point1, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 3 if (ray_direction * ( (point5 - point4) % (point1 - point4)) < 0.0f && ray_triangle(ray_point, ray_direction, point1, point4, point5, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 4 if (ray_direction * ( (point4 - point5) % (point2 - point5)) < 0.0f && ray_quadrangle(ray_point, ray_direction, point2, point5, point4, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } return b_hit; } 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) { F32 a = 0.5f * F_SQRT3; // height of unit triangle F32 b = 1.0f / F_SQRT3; // distance of center of unit triangle to each point F32 c = F_SQRT2 / F_SQRT3; // height of unit tetrahedron F32 d = 0.5f * F_SQRT3 / F_SQRT2; // distance of center of tetrahedron to each point // if we want the tetrahedron to have unit height (c = 1.0) then we need to divide // each constant by hieght of a unit tetrahedron F32 oo_c = 1.0f / c; a = a * oo_c; b = b * oo_c; c = 1.0f; d = d * oo_c; F32 e = 0.5f * oo_c; LLVector3 point0( 0.0f, 0.0f, t_scale.mV[VZ] * d); LLVector3 point1(t_scale.mV[VX] * b, 0.0f, t_scale.mV[VZ] * (d-c)); LLVector3 point2(t_scale.mV[VX] * (b-a), e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c)); LLVector3 point3(t_scale.mV[VX] * (b-a), -e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c)); // transform these points into absolute frame point0 = (point0 * t_rotation) + t_center; point1 = (point1 * t_rotation) + t_center; point2 = (point2 * t_rotation) + t_center; point3 = (point3 * t_rotation) + t_center; // test ray intersection for each face bool b_hit = false; LLVector3 face_intersection, face_normal; F32 distance_squared = 1.0e12f; F32 temp; // face 0 if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f && ray_triangle(ray_point, ray_direction, point1, point2, point0, intersection, intersection_normal)) { distance_squared = (ray_point - intersection).magVecSquared(); 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 (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 2 if (ray_direction * ( (point1 - point3) % (point0 - point3)) < 0.0f && ray_triangle(ray_point, ray_direction, point3, point1, point0, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 3 if (ray_direction * ( (point2 - point3) % (point1 - point3)) < 0.0f && ray_triangle(ray_point, ray_direction, point3, point2, point1, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { intersection = face_intersection; intersection_normal = face_normal; } } else { intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } return b_hit; } 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) { // center of mass of pyramid is located 1/4 its height from the base F32 x = 0.5f * p_scale.mV[VX]; F32 y = 0.5f * p_scale.mV[VY]; F32 z = 0.25f * p_scale.mV[VZ]; LLVector3 point0(0.0f, 0.0f, p_scale.mV[VZ] - z); LLVector3 point1( x, y, -z); LLVector3 point2(-x, y, -z); LLVector3 point3(-x, -y, -z); LLVector3 point4( x, -y, -z); // transform these points into absolute frame point0 = (point0 * p_rotation) + p_center; point1 = (point1 * p_rotation) + p_center; point2 = (point2 * p_rotation) + p_center; point3 = (point3 * p_rotation) + p_center; point4 = (point4 * p_rotation) + p_center; // test ray intersection for each face bool b_hit = false; LLVector3 face_intersection, face_normal; F32 distance_squared = 1.0e12f; F32 temp; // face 0 if (ray_direction * ( (point1 - point4) % (point0 - point4)) < 0.0f && ray_triangle(ray_point, ray_direction, point4, point1, point0, intersection, intersection_normal)) { distance_squared = (ray_point - intersection).magVecSquared(); 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 (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 2 if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f && ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 3 if (ray_direction * ( (point4 - point3) % (point0 - point3)) < 0.0f && ray_triangle(ray_point, ray_direction, point3, point4, point0, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { distance_squared = temp; intersection = face_intersection; intersection_normal = face_normal; } } else { distance_squared = (ray_point - face_intersection).magVecSquared(); intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } // face 4 if (ray_direction * ( (point3 - point4) % (point2 - point4)) < 0.0f && ray_quadrangle(ray_point, ray_direction, point4, point3, point2, face_intersection, face_normal)) { if (b_hit) { temp = (ray_point - face_intersection).magVecSquared(); if (temp < distance_squared) { intersection = face_intersection; intersection_normal = face_normal; } } else { intersection = face_intersection; intersection_normal = face_normal; b_hit = true; } } return b_hit; } bool linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b, const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius, LLVector3 &intersection) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_circle(point_a, ray_direction, circle_center, plane_normal, circle_radius, intersection)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } 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) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_triangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } 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) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_quadrangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } bool linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b, const LLVector3 &sphere_center, F32 sphere_radius, LLVector3 &intersection, LLVector3 &intersection_normal) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_sphere(point_a, ray_direction, sphere_center, sphere_radius, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } 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) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_cylinder(point_a, ray_direction, cyl_center, cyl_scale, cyl_rotation, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } 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) { LLVector3 direction = point_b - point_a; if (direction.isNull()) { return NO_SIDE; } F32 segment_length = direction.normVec(); U32 box_side = ray_box(point_a, direction, box_center, box_scale, box_rotation, intersection, intersection_normal); if (NO_SIDE == box_side || segment_length < (intersection - point_a).magVec()) { return NO_SIDE; } return box_side; } 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) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_prism(point_a, ray_direction, prism_center, prism_scale, prism_rotation, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } 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) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_tetrahedron(point_a, ray_direction, t_center, t_scale, t_rotation, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; } 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) { LLVector3 ray_direction = point_b - point_a; F32 segment_length = ray_direction.normVec(); if (ray_pyramid(point_a, ray_direction, p_center, p_scale, p_rotation, intersection, intersection_normal)) { if (segment_length >= (point_a - intersection).magVec()) { return true; } } return false; }