233 lines
10 KiB
C++
233 lines
10 KiB
C++
/**
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* @file raytrace.h
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* @brief Ray intersection tests for primitives.
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_RAYTRACE_H
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#define LL_RAYTRACE_H
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class LLVector3;
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class LLQuaternion;
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// All functions produce results in the same reference frame as the arguments.
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//
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// Any arguments of the form "foo_direction" or "foo_normal" are assumed to
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// be normalized, or normalized vectors are stored in them.
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//
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// Vector arguments of the form "shape_scale" represent the scale of the
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// object along the three axes.
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//
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// All functions return the expected TRUE or FALSE, unless otherwise noted.
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// When FALSE is returned, any resulting values that might have been stored
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// are undefined.
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//
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// Rays are defined by a "ray_point" and a "ray_direction" (unit).
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//
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// Lines are defined by a "line_point" and a "line_direction" (unit).
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//
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// Line segements are defined by "point_a" and "point_b", and for intersection
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// purposes are assumed to point from "point_a" to "point_b".
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//
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// A ray is different from a line in that it starts at a point and extends
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// in only one direction.
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//
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// Intersection normals always point outside the object, normal to the object's
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// surface at the point of intersection.
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//
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// Object rotations passed as quaternions are expected to rotate from the
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// object's local frame to the absolute frame. So, if "foo" is a vector in
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// the object's local frame, then "foo * object_rotation" is in the absolute
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// frame.
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// returns TRUE iff line is not parallel to plane.
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BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
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const LLVector3 &plane_point, const LLVector3 plane_normal,
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LLVector3 &intersection);
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// returns TRUE iff line is not parallel to plane.
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BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &plane_point, const LLVector3 plane_normal,
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LLVector3 &intersection);
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BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
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LLVector3 &intersection);
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// point_0 through point_2 define the plane_normal via the right-hand rule:
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// circle from point_0 to point_2 with fingers ==> thumb points in direction of normal
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BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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// point_0 is the lower-left corner, point_1 is the lower-right, point_2 is the upper-right
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// right-hand-rule... curl fingers from lower-left toward lower-right then toward upper-right
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// ==> thumb points in direction of normal
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// assumes a parallelogram, so point_3 is determined by the other points
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BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &sphere_center, F32 sphere_radius,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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// finite right cylinder is defined by end centers: "cyl_top", "cyl_bottom",
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// and by the cylinder radius "cyl_radius"
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BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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// this function doesn't just return a BOOL because the return is currently
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// used to decide how to break up boxes that have been hit by shots...
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// a hack that will probably be changed later
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//
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// returns a number representing the side of the box that was hit by the ray,
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// or NO_SIDE if intersection test failed.
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U32 ray_box(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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/* TODO
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BOOL ray_ellipsoid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &e_center, const LLVector3 &e_scale, const LLQuaternion &e_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_cone(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &cone_tip, const LLVector3 &cone_bottom,
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const LLVector3 &cone_scale, const LLQuaternion &cone_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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*/
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BOOL ray_prism(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_tetrahedron(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_pyramid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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/* TODO
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BOOL ray_hemiellipsoid(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &e_center, const LLVector3 &e_scale, const LLQuaternion &e_rotation,
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const LLVector3 &e_cut_normal,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_hemisphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &sphere_center, F32 sphere_radius, const LLVector3 &sphere_cut_normal,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_hemicylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &cyl_top, const LLVector3 &cyl_bottom, F32 cyl_radius,
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const LLVector3 &cyl_cut_normal,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL ray_hemicone(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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const LLVector3 &cone_tip, const LLVector3 &cone_bottom,
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const LLVector3 &cone_scale, const LLVector3 &cyl_cut_normal,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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*/
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BOOL linesegment_circle(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &circle_center, const LLVector3 plane_normal, F32 circle_radius,
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LLVector3 &intersection);
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// point_0 through point_2 define the plane_normal via the right-hand rule:
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// circle from point_0 to point_2 with fingers ==> thumb points in direction of normal
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BOOL linesegment_triangle(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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// point_0 is the lower-left corner, point_1 is the lower-right, point_2 is the upper-right
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// right-hand-rule... curl fingers from lower-left toward lower-right then toward upper-right
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// ==> thumb points in direction of normal
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// assumes a parallelogram, so point_3 is determined by the other points
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BOOL linesegment_quadrangle(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &point_0, const LLVector3 &point_1, const LLVector3 &point_2,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL linesegment_sphere(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &sphere_center, F32 sphere_radius,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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// finite right cylinder is defined by end centers: "cyl_top", "cyl_bottom",
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// and by the cylinder radius "cyl_radius"
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BOOL linesegment_cylinder(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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// this function doesn't just return a BOOL because the return is currently
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// used to decide how to break up boxes that have been hit by shots...
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// a hack that will probably be changed later
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//
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// returns a number representing the side of the box that was hit by the ray,
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// or NO_SIDE if intersection test failed.
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U32 linesegment_box(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &box_center, const LLVector3 &box_scale, const LLQuaternion &box_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL linesegment_prism(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &prism_center, const LLVector3 &prism_scale, const LLQuaternion &prism_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL linesegment_tetrahedron(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &t_center, const LLVector3 &t_scale, const LLQuaternion &t_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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BOOL linesegment_pyramid(const LLVector3 &point_a, const LLVector3 &point_b,
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const LLVector3 &p_center, const LLVector3 &p_scale, const LLQuaternion &p_rotation,
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LLVector3 &intersection, LLVector3 &intersection_normal);
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#endif
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