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authorJacek Antonelli2008-08-15 23:44:46 -0500
committerJacek Antonelli2008-08-15 23:44:46 -0500
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Second Life viewer sources 1.13.2.12
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1/**
2 * @file raytrace.cpp
3 * @brief Functions called by box object scripts.
4 *
5 * Copyright (c) 2001-2007, Linden Research, Inc.
6 *
7 * The source code in this file ("Source Code") is provided by Linden Lab
8 * to you under the terms of the GNU General Public License, version 2.0
9 * ("GPL"), unless you have obtained a separate licensing agreement
10 * ("Other License"), formally executed by you and Linden Lab. Terms of
11 * the GPL can be found in doc/GPL-license.txt in this distribution, or
12 * online at http://secondlife.com/developers/opensource/gplv2
13 *
14 * There are special exceptions to the terms and conditions of the GPL as
15 * it is applied to this Source Code. View the full text of the exception
16 * in the file doc/FLOSS-exception.txt in this software distribution, or
17 * online at http://secondlife.com/developers/opensource/flossexception
18 *
19 * By copying, modifying or distributing this software, you acknowledge
20 * that you have read and understood your obligations described above,
21 * and agree to abide by those obligations.
22 *
23 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
24 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
25 * COMPLETENESS OR PERFORMANCE.
26 */
27
28#include "linden_common.h"
29
30#include "math.h"
31//#include "vmath.h"
32#include "v3math.h"
33#include "llquaternion.h"
34#include "m3math.h"
35#include "raytrace.h"
36
37
38BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
39 const LLVector3 &plane_point, const LLVector3 plane_normal,
40 LLVector3 &intersection)
41{
42 F32 N = line_direction * plane_normal;
43 if (0.0f == N)
44 {
45 // line is perpendicular to plane normal
46 // so it is either entirely on plane, or not on plane at all
47 return FALSE;
48 }
49 // Ax + By, + Cz + D = 0
50 // D = - (plane_point * plane_normal)
51 // N = line_direction * plane_normal
52 // intersection = line_point - ((D + plane_normal * line_point) / N) * line_direction
53 intersection = line_point - ((plane_normal * line_point - plane_point * plane_normal) / N) * line_direction;
54 return TRUE;
55}
56
57
58BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
59 const LLVector3 &plane_point, const LLVector3 plane_normal,
60 LLVector3 &intersection)
61{
62 F32 N = ray_direction * plane_normal;
63 if (0.0f == N)
64 {
65 // ray is perpendicular to plane normal
66 // so it is either entirely on plane, or not on plane at all
67 return FALSE;
68 }
69 // Ax + By, + Cz + D = 0
70 // D = - (plane_point * plane_normal)
71 // N = ray_direction * plane_normal
72 // intersection = ray_point - ((D + plane_normal * ray_point) / N) * ray_direction
73 F32 alpha = -(plane_normal * ray_point - plane_point * plane_normal) / N;
74 if (alpha < 0.0f)
75 {
76 // ray points away from plane
77 return FALSE;
78 }
79 intersection = ray_point + alpha * ray_direction;
80 return TRUE;
81}
82
83
84BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
85 const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
86 LLVector3 &intersection)
87{
88 if (ray_plane(ray_point, ray_direction, circle_center, plane_normal, intersection))
89 {
90 if (circle_radius >= (intersection - circle_center).magVec())
91 {
92 return TRUE;
93 }
94 }
95 return FALSE;
96}
97
98
99BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
100 const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
101 LLVector3 &intersection, LLVector3 &intersection_normal)
102{
103 LLVector3 side_01 = point_1 - point_0;
104 LLVector3 side_12 = point_2 - point_1;
105
106 intersection_normal = side_01 % side_12;
107 intersection_normal.normVec();
108
109 if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection))
110 {
111 LLVector3 side_20 = point_0 - point_2;
112 if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f &&
113 intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f &&
114 intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f)
115 {
116 return TRUE;
117 }
118 }
119 return FALSE;
120}
121
122
123// assumes a parallelogram
124BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
125 const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
126 LLVector3 &intersection, LLVector3 &intersection_normal)
127{
128 LLVector3 side_01 = point_1 - point_0;
129 LLVector3 side_12 = point_2 - point_1;
130
131 intersection_normal = side_01 % side_12;
132 intersection_normal.normVec();
133
134 if (ray_plane(ray_point, ray_direction, point_0, intersection_normal, intersection))
135 {
136 LLVector3 point_3 = point_0 + (side_12);
137 LLVector3 side_23 = point_3 - point_2;
138 LLVector3 side_30 = point_0 - point_3;
139 if (intersection_normal * (side_01 % (intersection - point_0)) >= 0.0f &&
140 intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f &&
141 intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f &&
142 intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f)
143 {
144 return TRUE;
145 }
146 }
147 return FALSE;
148}
149
150
151BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
152 const LLVector3 &sphere_center, F32 sphere_radius,
153 LLVector3 &intersection, LLVector3 &intersection_normal)
154{
155 LLVector3 ray_to_sphere = sphere_center - ray_point;
156 F32 dot = ray_to_sphere * ray_direction;
157
158 LLVector3 closest_approach = dot * ray_direction - ray_to_sphere;
159
160 F32 shortest_distance = closest_approach.magVecSquared();
161 F32 radius_squared = sphere_radius * sphere_radius;
162 if (shortest_distance > radius_squared)
163 {
164 return FALSE;
165 }
166
167 F32 half_chord = (F32) sqrt(radius_squared - shortest_distance);
168 closest_approach = sphere_center + closest_approach; // closest_approach now in absolute coordinates
169 intersection = closest_approach + half_chord * ray_direction;
170 dot = ray_direction * (intersection - ray_point);
171 if (dot < 0.0f)
172 {
173 // ray shoots away from sphere and is not inside it
174 return FALSE;
175 }
176
177 shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point);
178 if (shortest_distance > 0.0f)
179 {
180 // ray enters sphere
181 intersection = intersection - (2.0f * half_chord) * ray_direction;
182 }
183 else
184 {
185 // do nothing
186 // ray starts inside sphere and intersects as it leaves the sphere
187 }
188
189 intersection_normal = intersection - sphere_center;
190 if (sphere_radius > 0.0f)
191 {
192 intersection_normal *= 1.0f / sphere_radius;
193 }
194 else
195 {
196 intersection_normal.setVec(0.0f, 0.0f, 0.0f);
197 }
198
199 return TRUE;
200}
201
202
203BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
204 const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
205 LLVector3 &intersection, LLVector3 &intersection_normal)
206{
207 // calculate the centers of the cylinder caps in the absolute frame
208 LLVector3 cyl_top(0.0f, 0.0f, 0.5f * cyl_scale.mV[VZ]);
209 LLVector3 cyl_bottom(0.0f, 0.0f, -cyl_top.mV[VZ]);
210 cyl_top = (cyl_top * cyl_rotation) + cyl_center;
211 cyl_bottom = (cyl_bottom * cyl_rotation) + cyl_center;
212
213 // we only handle cylinders with circular cross-sections at the moment
214 F32 cyl_radius = 0.5f * llmax(cyl_scale.mV[VX], cyl_scale.mV[VY]); // HACK until scaled cylinders are supported
215
216 // This implementation is based on the intcyl() function from Graphics_Gems_IV, page 361
217 LLVector3 cyl_axis; // axis direction (bottom toward top)
218 LLVector3 ray_to_cyl; // ray_point to cyl_top
219 F32 shortest_distance; // shortest distance from ray to axis
220 F32 cyl_length;
221 LLVector3 shortest_direction;
222 LLVector3 temp_vector;
223
224 cyl_axis = cyl_bottom - cyl_top;
225 cyl_length = cyl_axis.normVec();
226 ray_to_cyl = ray_point - cyl_bottom;
227 shortest_direction = ray_direction % cyl_axis;
228 shortest_distance = shortest_direction.normVec(); // recycle shortest_distance
229
230 // check for ray parallel to cylinder axis
231 if (0.0f == shortest_distance)
232 {
233 // ray is parallel to cylinder axis
234 temp_vector = ray_to_cyl - (ray_to_cyl * cyl_axis) * cyl_axis;
235 shortest_distance = temp_vector.magVec();
236 if (shortest_distance <= cyl_radius)
237 {
238 shortest_distance = ray_to_cyl * cyl_axis;
239 F32 dot = ray_direction * cyl_axis;
240
241 if (shortest_distance > 0.0)
242 {
243 if (dot > 0.0f)
244 {
245 // ray points away from cylinder bottom
246 return FALSE;
247 }
248 // ray hit bottom of cylinder from outside
249 intersection = ray_point - shortest_distance * cyl_axis;
250 intersection_normal = cyl_axis;
251
252 }
253 else if (shortest_distance > -cyl_length)
254 {
255 // ray starts inside cylinder
256 if (dot < 0.0f)
257 {
258 // ray hit top from inside
259 intersection = ray_point - (cyl_length + shortest_distance) * cyl_axis;
260 intersection_normal = -cyl_axis;
261 }
262 else
263 {
264 // ray hit bottom from inside
265 intersection = ray_point - shortest_distance * cyl_axis;
266 intersection_normal = cyl_axis;
267 }
268 }
269 else
270 {
271 if (dot < 0.0f)
272 {
273 // ray points away from cylinder bottom
274 return FALSE;
275 }
276 // ray hit top from outside
277 intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis;
278 intersection_normal = -cyl_axis;
279 }
280 return TRUE;
281 }
282 return FALSE;
283 }
284
285 // check for intersection with infinite cylinder
286 shortest_distance = (F32) fabs(ray_to_cyl * shortest_direction);
287 if (shortest_distance <= cyl_radius)
288 {
289 F32 dist_to_closest_point; // dist from ray_point to closest_point
290 F32 half_chord_length; // half length of intersection chord
291 F32 in, out; // distances to entering/exiting points
292 temp_vector = ray_to_cyl % cyl_axis;
293 dist_to_closest_point = - (temp_vector * shortest_direction);
294 temp_vector = shortest_direction % cyl_axis;
295 temp_vector.normVec();
296 half_chord_length = (F32) fabs( sqrt(cyl_radius*cyl_radius - shortest_distance * shortest_distance) /
297 (ray_direction * temp_vector) );
298
299 out = dist_to_closest_point + half_chord_length; // dist to exiting point
300 if (out < 0.0f)
301 {
302 // cylinder is behind the ray, so we return FALSE
303 return FALSE;
304 }
305
306 in = dist_to_closest_point - half_chord_length; // dist to entering point
307 if (in < 0.0f)
308 {
309 // ray_point is inside the cylinder
310 // so we store the exiting intersection
311 intersection = ray_point + out * ray_direction;
312 shortest_distance = out;
313 }
314 else
315 {
316 // ray hit cylinder from outside
317 // so we store the entering intersection
318 intersection = ray_point + in * ray_direction;
319 shortest_distance = in;
320 }
321
322 // calculate the normal at intersection
323 if (0.0f == cyl_radius)
324 {
325 intersection_normal.setVec(0.0f, 0.0f, 0.0f);
326 }
327 else
328 {
329 temp_vector = intersection - cyl_bottom;
330 intersection_normal = temp_vector - (temp_vector * cyl_axis) * cyl_axis;
331 intersection_normal.normVec();
332 }
333
334 // check for intersection with end caps
335 // calculate intersection of ray and top plane
336 if (line_plane(ray_point, ray_direction, cyl_top, -cyl_axis, temp_vector)) // NOTE side-effect: changing temp_vector
337 {
338 shortest_distance = (temp_vector - ray_point).magVec();
339 if ( (ray_direction * cyl_axis) > 0.0f)
340 {
341 // ray potentially enters the cylinder at top
342 if (shortest_distance > out)
343 {
344 // ray missed the finite cylinder
345 return FALSE;
346 }
347 if (shortest_distance > in)
348 {
349 // ray intersects cylinder at top plane
350 intersection = temp_vector;
351 intersection_normal = -cyl_axis;
352 return TRUE;
353 }
354 }
355 else
356 {
357 // ray potentially exits the cylinder at top
358 if (shortest_distance < in)
359 {
360 // missed the finite cylinder
361 return FALSE;
362 }
363 }
364
365 // calculate intersection of ray and bottom plane
366 line_plane(ray_point, ray_direction, cyl_bottom, cyl_axis, temp_vector); // NOTE side-effect: changing temp_vector
367 shortest_distance = (temp_vector - ray_point).magVec();
368 if ( (ray_direction * cyl_axis) < 0.0)
369 {
370 // ray potentially enters the cylinder at bottom
371 if (shortest_distance > out)
372 {
373 // ray missed the finite cylinder
374 return FALSE;
375 }
376 if (shortest_distance > in)
377 {
378 // ray intersects cylinder at bottom plane
379 intersection = temp_vector;
380 intersection_normal = cyl_axis;
381 return TRUE;
382 }
383 }
384 else
385 {
386 // ray potentially exits the cylinder at bottom
387 if (shortest_distance < in)
388 {
389 // ray missed the finite cylinder
390 return FALSE;
391 }
392 }
393
394 }
395 else
396 {
397 // ray is parallel to end cap planes
398 temp_vector = cyl_bottom - ray_point;
399 shortest_distance = temp_vector * cyl_axis;
400 if (shortest_distance < 0.0f || shortest_distance > cyl_length)
401 {
402 // ray missed finite cylinder
403 return FALSE;
404 }
405 }
406
407 return TRUE;
408 }
409
410 return FALSE;
411}
412
413
414U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction,
415 const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
416 LLVector3 &intersection, LLVector3 &intersection_normal)
417{
418
419 // Need to rotate into box frame
420 LLQuaternion into_box_frame(box_rotation); // rotates things from box frame to absolute
421 into_box_frame.conjQuat(); // now rotates things into box frame
422 LLVector3 line_point = (ray_point - box_center) * into_box_frame;
423 LLVector3 line_direction = ray_direction * into_box_frame;
424
425 // Suppose we have a plane: Ax + By + Cz + D = 0
426 // then, assuming [A, B, C] is a unit vector:
427 //
428 // plane_normal = [A, B, C]
429 // D = - (plane_normal * plane_point)
430 //
431 // Suppose we have a line: X = line_point + alpha * line_direction
432 //
433 // the intersection of the plane and line determines alpha
434 //
435 // alpha = - (D + plane_normal * line_point) / (plane_normal * line_direction)
436
437 LLVector3 line_plane_intersection;
438
439 F32 pointX = line_point.mV[VX];
440 F32 pointY = line_point.mV[VY];
441 F32 pointZ = line_point.mV[VZ];
442
443 F32 dirX = line_direction.mV[VX];
444 F32 dirY = line_direction.mV[VY];
445 F32 dirZ = line_direction.mV[VZ];
446
447 // we'll be using the half-scales of the box
448 F32 boxX = 0.5f * box_scale.mV[VX];
449 F32 boxY = 0.5f * box_scale.mV[VY];
450 F32 boxZ = 0.5f * box_scale.mV[VZ];
451
452 // check to see if line_point is OUTSIDE the box
453 if (pointX < -boxX ||
454 pointX > boxX ||
455 pointY < -boxY ||
456 pointY > boxY ||
457 pointZ < -boxZ ||
458 pointZ > boxZ)
459 {
460 // -------------- point is OUTSIDE the box ----------------
461
462 // front
463 if (pointX > 0.0f && dirX < 0.0f)
464 {
465 // plane_normal = [ 1, 0, 0]
466 // plane_normal*line_point = pointX
467 // plane_normal*line_direction = dirX
468 // D = -boxX
469 // alpha = - (-boxX + pointX) / dirX
470 line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction;
471 if (line_plane_intersection.mV[VY] < boxY &&
472 line_plane_intersection.mV[VY] > -boxY &&
473 line_plane_intersection.mV[VZ] < boxZ &&
474 line_plane_intersection.mV[VZ] > -boxZ )
475 {
476 intersection = (line_plane_intersection * box_rotation) + box_center;
477 intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation;
478 return FRONT_SIDE;
479 }
480 }
481
482 // back
483 if (pointX < 0.0f && dirX > 0.0f)
484 {
485 // plane_normal = [ -1, 0, 0]
486 // plane_normal*line_point = -pX
487 // plane_normal*line_direction = -direction.mV[VX]
488 // D = -bX
489 // alpha = - (-bX - pX) / (-dirX)
490 line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction;
491 if (line_plane_intersection.mV[VY] < boxY &&
492 line_plane_intersection.mV[VY] > -boxY &&
493 line_plane_intersection.mV[VZ] < boxZ &&
494 line_plane_intersection.mV[VZ] > -boxZ )
495 {
496 intersection = (line_plane_intersection * box_rotation) + box_center;
497 intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation;
498 return BACK_SIDE;
499 }
500 }
501
502 // left
503 if (pointY > 0.0f && dirY < 0.0f)
504 {
505 // plane_normal = [0, 1, 0]
506 // plane_normal*line_point = pointY
507 // plane_normal*line_direction = dirY
508 // D = -boxY
509 // alpha = - (-boxY + pointY) / dirY
510 line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction;
511
512 if (line_plane_intersection.mV[VX] < boxX &&
513 line_plane_intersection.mV[VX] > -boxX &&
514 line_plane_intersection.mV[VZ] < boxZ &&
515 line_plane_intersection.mV[VZ] > -boxZ )
516 {
517 intersection = (line_plane_intersection * box_rotation) + box_center;
518 intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation;
519 return LEFT_SIDE;
520 }
521 }
522
523 // right
524 if (pointY < 0.0f && dirY > 0.0f)
525 {
526 // plane_normal = [0, -1, 0]
527 // plane_normal*line_point = -pointY
528 // plane_normal*line_direction = -dirY
529 // D = -boxY
530 // alpha = - (-boxY - pointY) / (-dirY)
531 line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction;
532 if (line_plane_intersection.mV[VX] < boxX &&
533 line_plane_intersection.mV[VX] > -boxX &&
534 line_plane_intersection.mV[VZ] < boxZ &&
535 line_plane_intersection.mV[VZ] > -boxZ )
536 {
537 intersection = (line_plane_intersection * box_rotation) + box_center;
538 intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation;
539 return RIGHT_SIDE;
540 }
541 }
542
543 // top
544 if (pointZ > 0.0f && dirZ < 0.0f)
545 {
546 // plane_normal = [0, 0, 1]
547 // plane_normal*line_point = pointZ
548 // plane_normal*line_direction = dirZ
549 // D = -boxZ
550 // alpha = - (-boxZ + pointZ) / dirZ
551 line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction;
552 if (line_plane_intersection.mV[VX] < boxX &&
553 line_plane_intersection.mV[VX] > -boxX &&
554 line_plane_intersection.mV[VY] < boxY &&
555 line_plane_intersection.mV[VY] > -boxY )
556 {
557 intersection = (line_plane_intersection * box_rotation) + box_center;
558 intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation;
559 return TOP_SIDE;
560 }
561 }
562
563 // bottom
564 if (pointZ < 0.0f && dirZ > 0.0f)
565 {
566 // plane_normal = [0, 0, -1]
567 // plane_normal*line_point = -pointZ
568 // plane_normal*line_direction = -dirZ
569 // D = -boxZ
570 // alpha = - (-boxZ - pointZ) / (-dirZ)
571 line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction;
572 if (line_plane_intersection.mV[VX] < boxX &&
573 line_plane_intersection.mV[VX] > -boxX &&
574 line_plane_intersection.mV[VY] < boxY &&
575 line_plane_intersection.mV[VY] > -boxY )
576 {
577 intersection = (line_plane_intersection * box_rotation) + box_center;
578 intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation;
579 return BOTTOM_SIDE;
580 }
581 }
582 return NO_SIDE;
583 }
584
585 // -------------- point is INSIDE the box ----------------
586
587 // front
588 if (dirX > 0.0f)
589 {
590 // plane_normal = [ 1, 0, 0]
591 // plane_normal*line_point = pointX
592 // plane_normal*line_direction = dirX
593 // D = -boxX
594 // alpha = - (-boxX + pointX) / dirX
595 line_plane_intersection = line_point - ((pointX - boxX) / dirX) * line_direction;
596 if (line_plane_intersection.mV[VY] < boxY &&
597 line_plane_intersection.mV[VY] > -boxY &&
598 line_plane_intersection.mV[VZ] < boxZ &&
599 line_plane_intersection.mV[VZ] > -boxZ )
600 {
601 intersection = (line_plane_intersection * box_rotation) + box_center;
602 intersection_normal = LLVector3(1.0f, 0.0f, 0.0f) * box_rotation;
603 return FRONT_SIDE;
604 }
605 }
606
607 // back
608 if (dirX < 0.0f)
609 {
610 // plane_normal = [ -1, 0, 0]
611 // plane_normal*line_point = -pX
612 // plane_normal*line_direction = -direction.mV[VX]
613 // D = -bX
614 // alpha = - (-bX - pX) / (-dirX)
615 line_plane_intersection = line_point - ((boxX + pointX)/ dirX) * line_direction;
616 if (line_plane_intersection.mV[VY] < boxY &&
617 line_plane_intersection.mV[VY] > -boxY &&
618 line_plane_intersection.mV[VZ] < boxZ &&
619 line_plane_intersection.mV[VZ] > -boxZ )
620 {
621 intersection = (line_plane_intersection * box_rotation) + box_center;
622 intersection_normal = LLVector3(-1.0f, 0.0f, 0.0f) * box_rotation;
623 return BACK_SIDE;
624 }
625 }
626
627 // left
628 if (dirY > 0.0f)
629 {
630 // plane_normal = [0, 1, 0]
631 // plane_normal*line_point = pointY
632 // plane_normal*line_direction = dirY
633 // D = -boxY
634 // alpha = - (-boxY + pointY) / dirY
635 line_plane_intersection = line_point + ((boxY - pointY)/dirY) * line_direction;
636
637 if (line_plane_intersection.mV[VX] < boxX &&
638 line_plane_intersection.mV[VX] > -boxX &&
639 line_plane_intersection.mV[VZ] < boxZ &&
640 line_plane_intersection.mV[VZ] > -boxZ )
641 {
642 intersection = (line_plane_intersection * box_rotation) + box_center;
643 intersection_normal = LLVector3(0.0f, 1.0f, 0.0f) * box_rotation;
644 return LEFT_SIDE;
645 }
646 }
647
648 // right
649 if (dirY < 0.0f)
650 {
651 // plane_normal = [0, -1, 0]
652 // plane_normal*line_point = -pointY
653 // plane_normal*line_direction = -dirY
654 // D = -boxY
655 // alpha = - (-boxY - pointY) / (-dirY)
656 line_plane_intersection = line_point - ((boxY + pointY)/dirY) * line_direction;
657 if (line_plane_intersection.mV[VX] < boxX &&
658 line_plane_intersection.mV[VX] > -boxX &&
659 line_plane_intersection.mV[VZ] < boxZ &&
660 line_plane_intersection.mV[VZ] > -boxZ )
661 {
662 intersection = (line_plane_intersection * box_rotation) + box_center;
663 intersection_normal = LLVector3(0.0f, -1.0f, 0.0f) * box_rotation;
664 return RIGHT_SIDE;
665 }
666 }
667
668 // top
669 if (dirZ > 0.0f)
670 {
671 // plane_normal = [0, 0, 1]
672 // plane_normal*line_point = pointZ
673 // plane_normal*line_direction = dirZ
674 // D = -boxZ
675 // alpha = - (-boxZ + pointZ) / dirZ
676 line_plane_intersection = line_point - ((pointZ - boxZ)/dirZ) * line_direction;
677 if (line_plane_intersection.mV[VX] < boxX &&
678 line_plane_intersection.mV[VX] > -boxX &&
679 line_plane_intersection.mV[VY] < boxY &&
680 line_plane_intersection.mV[VY] > -boxY )
681 {
682 intersection = (line_plane_intersection * box_rotation) + box_center;
683 intersection_normal = LLVector3(0.0f, 0.0f, 1.0f) * box_rotation;
684 return TOP_SIDE;
685 }
686 }
687
688 // bottom
689 if (dirZ < 0.0f)
690 {
691 // plane_normal = [0, 0, -1]
692 // plane_normal*line_point = -pointZ
693 // plane_normal*line_direction = -dirZ
694 // D = -boxZ
695 // alpha = - (-boxZ - pointZ) / (-dirZ)
696 line_plane_intersection = line_point - ((boxZ + pointZ)/dirZ) * line_direction;
697 if (line_plane_intersection.mV[VX] < boxX &&
698 line_plane_intersection.mV[VX] > -boxX &&
699 line_plane_intersection.mV[VY] < boxY &&
700 line_plane_intersection.mV[VY] > -boxY )
701 {
702 intersection = (line_plane_intersection * box_rotation) + box_center;
703 intersection_normal = LLVector3(0.0f, 0.0f, -1.0f) * box_rotation;
704 return BOTTOM_SIDE;
705 }
706 }
707
708 // should never get here unless line instersects at tangent point on edge or corner
709 // however such cases will be EXTREMELY rare
710 return NO_SIDE;
711}
712
713
714BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
715 const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
716 LLVector3 &intersection, LLVector3 &intersection_normal)
717{
718 // (0) Z
719 // /| \ .
720 // (1)| \ /|\ _.Y
721 // | \ \ | /|
722 // | |\ \ | /
723 // | | \(0)\ | /
724 // | | \ \ |/
725 // | | \ \ (*)----> X
726 // |(3)---\---(2)
727 // |/ \ /
728 // (4)-------(5)
729
730 // need to calculate the points of the prism so we can run ray tests with each face
731 F32 x = prism_scale.mV[VX];
732 F32 y = prism_scale.mV[VY];
733 F32 z = prism_scale.mV[VZ];
734
735 F32 tx = x * 2.0f / 3.0f;
736 F32 ty = y * 0.5f;
737 F32 tz = z * 2.0f / 3.0f;
738
739 LLVector3 point0(tx-x, ty, tz);
740 LLVector3 point1(tx-x, -ty, tz);
741 LLVector3 point2(tx, ty, tz-z);
742 LLVector3 point3(tx-x, ty, tz-z);
743 LLVector3 point4(tx-x, -ty, tz-z);
744 LLVector3 point5(tx, -ty, tz-z);
745
746 // transform these points into absolute frame
747 point0 = (point0 * prism_rotation) + prism_center;
748 point1 = (point1 * prism_rotation) + prism_center;
749 point2 = (point2 * prism_rotation) + prism_center;
750 point3 = (point3 * prism_rotation) + prism_center;
751 point4 = (point4 * prism_rotation) + prism_center;
752 point5 = (point5 * prism_rotation) + prism_center;
753
754 // test ray intersection for each face
755 BOOL b_hit = FALSE;
756 LLVector3 face_intersection, face_normal;
757 F32 distance_squared = 0.0f;
758 F32 temp;
759
760 // face 0
761 if (ray_direction * ( (point0 - point2) % (point5 - point2)) < 0.0f &&
762 ray_quadrangle(ray_point, ray_direction, point5, point2, point0, intersection, intersection_normal))
763 {
764 distance_squared = (ray_point - intersection).magVecSquared();
765 b_hit = TRUE;
766 }
767
768 // face 1
769 if (ray_direction * ( (point0 - point3) % (point2 - point3)) < 0.0f &&
770 ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
771 {
772 if (TRUE == b_hit)
773 {
774 temp = (ray_point - face_intersection).magVecSquared();
775 if (temp < distance_squared)
776 {
777 distance_squared = temp;
778 intersection = face_intersection;
779 intersection_normal = face_normal;
780 }
781 }
782 else
783 {
784 distance_squared = (ray_point - face_intersection).magVecSquared();
785 intersection = face_intersection;
786 intersection_normal = face_normal;
787 b_hit = TRUE;
788 }
789 }
790
791 // face 2
792 if (ray_direction * ( (point1 - point4) % (point3 - point4)) < 0.0f &&
793 ray_quadrangle(ray_point, ray_direction, point3, point4, point1, face_intersection, face_normal))
794 {
795 if (TRUE == b_hit)
796 {
797 temp = (ray_point - face_intersection).magVecSquared();
798 if (temp < distance_squared)
799 {
800 distance_squared = temp;
801 intersection = face_intersection;
802 intersection_normal = face_normal;
803 }
804 }
805 else
806 {
807 distance_squared = (ray_point - face_intersection).magVecSquared();
808 intersection = face_intersection;
809 intersection_normal = face_normal;
810 b_hit = TRUE;
811 }
812 }
813
814 // face 3
815 if (ray_direction * ( (point5 - point4) % (point1 - point4)) < 0.0f &&
816 ray_triangle(ray_point, ray_direction, point1, point4, point5, face_intersection, face_normal))
817 {
818 if (TRUE == b_hit)
819 {
820 temp = (ray_point - face_intersection).magVecSquared();
821 if (temp < distance_squared)
822 {
823 distance_squared = temp;
824 intersection = face_intersection;
825 intersection_normal = face_normal;
826 }
827 }
828 else
829 {
830 distance_squared = (ray_point - face_intersection).magVecSquared();
831 intersection = face_intersection;
832 intersection_normal = face_normal;
833 b_hit = TRUE;
834 }
835 }
836
837 // face 4
838 if (ray_direction * ( (point4 - point5) % (point2 - point5)) < 0.0f &&
839 ray_quadrangle(ray_point, ray_direction, point2, point5, point4, face_intersection, face_normal))
840 {
841 if (TRUE == b_hit)
842 {
843 temp = (ray_point - face_intersection).magVecSquared();
844 if (temp < distance_squared)
845 {
846 distance_squared = temp;
847 intersection = face_intersection;
848 intersection_normal = face_normal;
849 }
850 }
851 else
852 {
853 distance_squared = (ray_point - face_intersection).magVecSquared();
854 intersection = face_intersection;
855 intersection_normal = face_normal;
856 b_hit = TRUE;
857 }
858 }
859
860 return b_hit;
861}
862
863
864BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
865 const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
866 LLVector3 &intersection, LLVector3 &intersection_normal)
867{
868 F32 a = 0.5f * F_SQRT3; // height of unit triangle
869 F32 b = 1.0f / F_SQRT3; // distance of center of unit triangle to each point
870 F32 c = F_SQRT2 / F_SQRT3; // height of unit tetrahedron
871 F32 d = 0.5f * F_SQRT3 / F_SQRT2; // distance of center of tetrahedron to each point
872
873 // if we want the tetrahedron to have unit height (c = 1.0) then we need to divide
874 // each constant by hieght of a unit tetrahedron
875 F32 oo_c = 1.0f / c;
876 a = a * oo_c;
877 b = b * oo_c;
878 c = 1.0f;
879 d = d * oo_c;
880 F32 e = 0.5f * oo_c;
881
882 LLVector3 point0( 0.0f, 0.0f, t_scale.mV[VZ] * d);
883 LLVector3 point1(t_scale.mV[VX] * b, 0.0f, t_scale.mV[VZ] * (d-c));
884 LLVector3 point2(t_scale.mV[VX] * (b-a), e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c));
885 LLVector3 point3(t_scale.mV[VX] * (b-a), -e * t_scale.mV[VY], t_scale.mV[VZ] * (d-c));
886
887 // transform these points into absolute frame
888 point0 = (point0 * t_rotation) + t_center;
889 point1 = (point1 * t_rotation) + t_center;
890 point2 = (point2 * t_rotation) + t_center;
891 point3 = (point3 * t_rotation) + t_center;
892
893 // test ray intersection for each face
894 BOOL b_hit = FALSE;
895 LLVector3 face_intersection, face_normal;
896 F32 distance_squared = 1.0e12f;
897 F32 temp;
898
899 // face 0
900 if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f &&
901 ray_triangle(ray_point, ray_direction, point1, point2, point0, intersection, intersection_normal))
902 {
903 distance_squared = (ray_point - intersection).magVecSquared();
904 b_hit = TRUE;
905 }
906
907 // face 1
908 if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f &&
909 ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
910 {
911 if (TRUE == b_hit)
912 {
913 temp = (ray_point - face_intersection).magVecSquared();
914 if (temp < distance_squared)
915 {
916 distance_squared = temp;
917 intersection = face_intersection;
918 intersection_normal = face_normal;
919 }
920 }
921 else
922 {
923 distance_squared = (ray_point - face_intersection).magVecSquared();
924 intersection = face_intersection;
925 intersection_normal = face_normal;
926 b_hit = TRUE;
927 }
928 }
929
930 // face 2
931 if (ray_direction * ( (point1 - point3) % (point0 - point3)) < 0.0f &&
932 ray_triangle(ray_point, ray_direction, point3, point1, point0, face_intersection, face_normal))
933 {
934 if (TRUE == b_hit)
935 {
936 temp = (ray_point - face_intersection).magVecSquared();
937 if (temp < distance_squared)
938 {
939 distance_squared = temp;
940 intersection = face_intersection;
941 intersection_normal = face_normal;
942 }
943 }
944 else
945 {
946 distance_squared = (ray_point - face_intersection).magVecSquared();
947 intersection = face_intersection;
948 intersection_normal = face_normal;
949 b_hit = TRUE;
950 }
951 }
952
953 // face 3
954 if (ray_direction * ( (point2 - point3) % (point1 - point3)) < 0.0f &&
955 ray_triangle(ray_point, ray_direction, point3, point2, point1, face_intersection, face_normal))
956 {
957 if (TRUE == b_hit)
958 {
959 temp = (ray_point - face_intersection).magVecSquared();
960 if (temp < distance_squared)
961 {
962 intersection = face_intersection;
963 intersection_normal = face_normal;
964 }
965 }
966 else
967 {
968 intersection = face_intersection;
969 intersection_normal = face_normal;
970 b_hit = TRUE;
971 }
972 }
973
974 return b_hit;
975}
976
977
978BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
979 const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
980 LLVector3 &intersection, LLVector3 &intersection_normal)
981{
982 // center of mass of pyramid is located 1/4 its height from the base
983 F32 x = 0.5f * p_scale.mV[VX];
984 F32 y = 0.5f * p_scale.mV[VY];
985 F32 z = 0.25f * p_scale.mV[VZ];
986
987 LLVector3 point0(0.0f, 0.0f, p_scale.mV[VZ] - z);
988 LLVector3 point1( x, y, -z);
989 LLVector3 point2(-x, y, -z);
990 LLVector3 point3(-x, -y, -z);
991 LLVector3 point4( x, -y, -z);
992
993 // transform these points into absolute frame
994 point0 = (point0 * p_rotation) + p_center;
995 point1 = (point1 * p_rotation) + p_center;
996 point2 = (point2 * p_rotation) + p_center;
997 point3 = (point3 * p_rotation) + p_center;
998 point4 = (point4 * p_rotation) + p_center;
999
1000 // test ray intersection for each face
1001 BOOL b_hit = FALSE;
1002 LLVector3 face_intersection, face_normal;
1003 F32 distance_squared = 1.0e12f;
1004 F32 temp;
1005
1006 // face 0
1007 if (ray_direction * ( (point1 - point4) % (point0 - point4)) < 0.0f &&
1008 ray_triangle(ray_point, ray_direction, point4, point1, point0, intersection, intersection_normal))
1009 {
1010 distance_squared = (ray_point - intersection).magVecSquared();
1011 b_hit = TRUE;
1012 }
1013
1014 // face 1
1015 if (ray_direction * ( (point2 - point1) % (point0 - point1)) < 0.0f &&
1016 ray_triangle(ray_point, ray_direction, point1, point2, point0, face_intersection, face_normal))
1017 {
1018 if (TRUE == b_hit)
1019 {
1020 temp = (ray_point - face_intersection).magVecSquared();
1021 if (temp < distance_squared)
1022 {
1023 distance_squared = temp;
1024 intersection = face_intersection;
1025 intersection_normal = face_normal;
1026 }
1027 }
1028 else
1029 {
1030 distance_squared = (ray_point - face_intersection).magVecSquared();
1031 intersection = face_intersection;
1032 intersection_normal = face_normal;
1033 b_hit = TRUE;
1034 }
1035 }
1036
1037 // face 2
1038 if (ray_direction * ( (point3 - point2) % (point0 - point2)) < 0.0f &&
1039 ray_triangle(ray_point, ray_direction, point2, point3, point0, face_intersection, face_normal))
1040 {
1041 if (TRUE == b_hit)
1042 {
1043 temp = (ray_point - face_intersection).magVecSquared();
1044 if (temp < distance_squared)
1045 {
1046 distance_squared = temp;
1047 intersection = face_intersection;
1048 intersection_normal = face_normal;
1049 }
1050 }
1051 else
1052 {
1053 distance_squared = (ray_point - face_intersection).magVecSquared();
1054 intersection = face_intersection;
1055 intersection_normal = face_normal;
1056 b_hit = TRUE;
1057 }
1058 }
1059
1060 // face 3
1061 if (ray_direction * ( (point4 - point3) % (point0 - point3)) < 0.0f &&
1062 ray_triangle(ray_point, ray_direction, point3, point4, point0, face_intersection, face_normal))
1063 {
1064 if (TRUE == b_hit)
1065 {
1066 temp = (ray_point - face_intersection).magVecSquared();
1067 if (temp < distance_squared)
1068 {
1069 distance_squared = temp;
1070 intersection = face_intersection;
1071 intersection_normal = face_normal;
1072 }
1073 }
1074 else
1075 {
1076 distance_squared = (ray_point - face_intersection).magVecSquared();
1077 intersection = face_intersection;
1078 intersection_normal = face_normal;
1079 b_hit = TRUE;
1080 }
1081 }
1082
1083 // face 4
1084 if (ray_direction * ( (point3 - point4) % (point2 - point4)) < 0.0f &&
1085 ray_quadrangle(ray_point, ray_direction, point4, point3, point2, face_intersection, face_normal))
1086 {
1087 if (TRUE == b_hit)
1088 {
1089 temp = (ray_point - face_intersection).magVecSquared();
1090 if (temp < distance_squared)
1091 {
1092 intersection = face_intersection;
1093 intersection_normal = face_normal;
1094 }
1095 }
1096 else
1097 {
1098 intersection = face_intersection;
1099 intersection_normal = face_normal;
1100 b_hit = TRUE;
1101 }
1102 }
1103
1104 return b_hit;
1105}
1106
1107
1108BOOL linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
1109 const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
1110 LLVector3 &intersection)
1111{
1112 LLVector3 ray_direction = point_b - point_a;
1113 F32 segment_length = ray_direction.normVec();
1114
1115 if (ray_circle(point_a, ray_direction, circle_center, plane_normal, circle_radius, intersection))
1116 {
1117 if (segment_length >= (point_a - intersection).magVec())
1118 {
1119 return TRUE;
1120 }
1121 }
1122 return FALSE;
1123}
1124
1125
1126BOOL linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
1127 const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
1128 LLVector3 &intersection, LLVector3 &intersection_normal)
1129{
1130 LLVector3 ray_direction = point_b - point_a;
1131 F32 segment_length = ray_direction.normVec();
1132
1133 if (ray_triangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal))
1134 {
1135 if (segment_length >= (point_a - intersection).magVec())
1136 {
1137 return TRUE;
1138 }
1139 }
1140 return FALSE;
1141}
1142
1143
1144BOOL linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b,
1145 const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
1146 LLVector3 &intersection, LLVector3 &intersection_normal)
1147{
1148 LLVector3 ray_direction = point_b - point_a;
1149 F32 segment_length = ray_direction.normVec();
1150
1151 if (ray_quadrangle(point_a, ray_direction, point_0, point_1, point_2, intersection, intersection_normal))
1152 {
1153 if (segment_length >= (point_a - intersection).magVec())
1154 {
1155 return TRUE;
1156 }
1157 }
1158 return FALSE;
1159}
1160
1161
1162BOOL linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
1163 const LLVector3 &sphere_center, F32 sphere_radius,
1164 LLVector3 &intersection, LLVector3 &intersection_normal)
1165{
1166 LLVector3 ray_direction = point_b - point_a;
1167 F32 segment_length = ray_direction.normVec();
1168
1169 if (ray_sphere(point_a, ray_direction, sphere_center, sphere_radius, intersection, intersection_normal))
1170 {
1171 if (segment_length >= (point_a - intersection).magVec())
1172 {
1173 return TRUE;
1174 }
1175 }
1176 return FALSE;
1177}
1178
1179
1180BOOL linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b,
1181 const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
1182 LLVector3 &intersection, LLVector3 &intersection_normal)
1183{
1184 LLVector3 ray_direction = point_b - point_a;
1185 F32 segment_length = ray_direction.normVec();
1186
1187 if (ray_cylinder(point_a, ray_direction, cyl_center, cyl_scale, cyl_rotation, intersection, intersection_normal))
1188 {
1189 if (segment_length >= (point_a - intersection).magVec())
1190 {
1191 return TRUE;
1192 }
1193 }
1194 return FALSE;
1195}
1196
1197
1198U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b,
1199 const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
1200 LLVector3 &intersection, LLVector3 &intersection_normal)
1201{
1202 LLVector3 direction = point_b - point_a;
1203 if (direction.isNull())
1204 {
1205 return NO_SIDE;
1206 }
1207
1208 F32 segment_length = direction.normVec();
1209 U32 box_side = ray_box(point_a, direction, box_center, box_scale, box_rotation, intersection, intersection_normal);
1210 if (NO_SIDE == box_side || segment_length < (intersection - point_a).magVec())
1211 {
1212 return NO_SIDE;
1213 }
1214
1215 return box_side;
1216}
1217
1218
1219BOOL linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b,
1220 const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
1221 LLVector3 &intersection, LLVector3 &intersection_normal)
1222{
1223 LLVector3 ray_direction = point_b - point_a;
1224 F32 segment_length = ray_direction.normVec();
1225
1226 if (ray_prism(point_a, ray_direction, prism_center, prism_scale, prism_rotation, intersection, intersection_normal))
1227 {
1228 if (segment_length >= (point_a - intersection).magVec())
1229 {
1230 return TRUE;
1231 }
1232 }
1233 return FALSE;
1234}
1235
1236
1237BOOL linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b,
1238 const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
1239 LLVector3 &intersection, LLVector3 &intersection_normal)
1240{
1241 LLVector3 ray_direction = point_b - point_a;
1242 F32 segment_length = ray_direction.normVec();
1243
1244 if (ray_tetrahedron(point_a, ray_direction, t_center, t_scale, t_rotation, intersection, intersection_normal))
1245 {
1246 if (segment_length >= (point_a - intersection).magVec())
1247 {
1248 return TRUE;
1249 }
1250 }
1251 return FALSE;
1252}
1253
1254
1255BOOL linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b,
1256 const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
1257 LLVector3 &intersection, LLVector3 &intersection_normal)
1258{
1259 LLVector3 ray_direction = point_b - point_a;
1260 F32 segment_length = ray_direction.normVec();
1261
1262 if (ray_pyramid(point_a, ray_direction, p_center, p_scale, p_rotation, intersection, intersection_normal))
1263 {
1264 if (segment_length >= (point_a - intersection).magVec())
1265 {
1266 return TRUE;
1267 }
1268 }
1269 return FALSE;
1270}
1271
1272
1273
1274
1275