misc: BOOL (int) to real bool
parent
5666681f85
commit
04a02e83e9
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@ -70,11 +70,11 @@ bool LLCallbackList::containsFunction( callback_t func, void *data)
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callback_list_t::iterator iter = find(func,data);
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if (iter != mCallbackList.end())
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{
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return TRUE;
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return true;
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}
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else
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{
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return FALSE;
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return false;
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}
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}
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@ -85,11 +85,11 @@ bool LLCallbackList::deleteFunction( callback_t func, void *data)
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if (iter != mCallbackList.end())
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{
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mCallbackList.erase(iter);
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return TRUE;
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return true;
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}
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else
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{
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return FALSE;
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return false;
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}
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}
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@ -1598,12 +1598,12 @@ template<class T>
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BOOL LLStringUtilBase<T>::containsNonprintable(const string_type& string)
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{
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const char MIN = 32;
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BOOL rv = FALSE;
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BOOL rv = false;
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for (size_type i = 0; i < string.size(); i++)
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{
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if(string[i] < MIN)
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{
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rv = TRUE;
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rv = true;
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break;
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}
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}
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@ -34,8 +34,8 @@
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#include "raytrace.h"
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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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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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{
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F32 N = line_direction * plane_normal;
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@ -43,19 +43,19 @@ BOOL line_plane(const LLVector3 &line_point, const LLVector3 &line_direction,
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{
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// line is perpendicular to plane normal
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// so it is either entirely on plane, or not on plane at all
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return FALSE;
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return false;
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}
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// Ax + By, + Cz + D = 0
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// D = - (plane_point * plane_normal)
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// N = line_direction * plane_normal
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// intersection = line_point - ((D + plane_normal * line_point) / N) * line_direction
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intersection = line_point - ((plane_normal * line_point - plane_point * plane_normal) / N) * line_direction;
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return TRUE;
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return true;
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}
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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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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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{
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F32 N = ray_direction * plane_normal;
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@ -63,7 +63,7 @@ BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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{
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// ray is perpendicular to plane normal
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// so it is either entirely on plane, or not on plane at all
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return FALSE;
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return false;
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}
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// Ax + By, + Cz + D = 0
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// D = - (plane_point * plane_normal)
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@ -73,14 +73,14 @@ BOOL ray_plane(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (alpha < 0.0f)
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{
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// ray points away from plane
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return FALSE;
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return false;
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}
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intersection = ray_point + alpha * ray_direction;
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return TRUE;
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return true;
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}
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BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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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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{
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@ -88,15 +88,15 @@ BOOL ray_circle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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{
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if (circle_radius >= (intersection - circle_center).magVec())
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{
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return TRUE;
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return true;
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}
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}
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return FALSE;
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return false;
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}
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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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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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{
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LLVector3 side_01 = point_1 - point_0;
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@ -112,15 +112,15 @@ BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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intersection_normal * (side_12 % (intersection - point_1)) >= 0.0f &&
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intersection_normal * (side_20 % (intersection - point_2)) >= 0.0f)
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{
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return TRUE;
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return true;
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}
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}
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return FALSE;
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return false;
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}
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// assumes a parallelogram
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BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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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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{
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@ -140,14 +140,14 @@ BOOL ray_quadrangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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intersection_normal * (side_23 % (intersection - point_2)) >= 0.0f &&
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intersection_normal * (side_30 % (intersection - point_3)) >= 0.0f)
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{
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return TRUE;
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return true;
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}
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}
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return FALSE;
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return false;
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}
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BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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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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{
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@ -160,7 +160,7 @@ BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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F32 radius_squared = sphere_radius * sphere_radius;
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if (shortest_distance > radius_squared)
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{
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return FALSE;
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return false;
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}
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F32 half_chord = (F32) sqrt(radius_squared - shortest_distance);
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@ -170,7 +170,7 @@ BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (dot < 0.0f)
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{
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// ray shoots away from sphere and is not inside it
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return FALSE;
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return false;
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}
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shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point);
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@ -195,11 +195,11 @@ BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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intersection_normal.setVec(0.0f, 0.0f, 0.0f);
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}
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return TRUE;
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return true;
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}
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BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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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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{
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@ -270,15 +270,15 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (dot < 0.0f)
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{
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// ray points away from cylinder bottom
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return FALSE;
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return false;
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}
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// ray hit top from outside
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intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis;
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intersection_normal = -cyl_axis;
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}
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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// check for intersection with infinite cylinder
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@ -299,7 +299,7 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (out < 0.0f)
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{
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// cylinder is behind the ray, so we return FALSE
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return FALSE;
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return false;
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}
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in = dist_to_closest_point - half_chord_length; // dist to entering point
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@ -341,14 +341,14 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (shortest_distance > out)
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{
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// ray missed the finite cylinder
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return FALSE;
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return false;
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}
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if (shortest_distance > in)
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{
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// ray intersects cylinder at top plane
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intersection = temp_vector;
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intersection_normal = -cyl_axis;
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return TRUE;
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return true;
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}
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}
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else
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@ -357,7 +357,7 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (shortest_distance < in)
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{
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// missed the finite cylinder
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return FALSE;
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return false;
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}
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}
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@ -370,14 +370,14 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (shortest_distance > out)
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{
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// ray missed the finite cylinder
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return FALSE;
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return false;
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}
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if (shortest_distance > in)
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{
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// ray intersects cylinder at bottom plane
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intersection = temp_vector;
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intersection_normal = cyl_axis;
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return TRUE;
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return true;
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}
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}
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else
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@ -386,7 +386,7 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (shortest_distance < in)
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{
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// ray missed the finite cylinder
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return FALSE;
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return false;
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}
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}
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@ -399,14 +399,14 @@ BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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if (shortest_distance < 0.0f || shortest_distance > cyl_length)
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{
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// ray missed finite cylinder
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return FALSE;
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return false;
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}
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}
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return TRUE;
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return true;
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}
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return FALSE;
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return false;
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}
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@ -61,26 +61,26 @@ class LLQuaternion;
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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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// returns true if 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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// returns true if 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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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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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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@ -88,19 +88,19 @@ BOOL ray_triangle(const LLVector3 &ray_point, const LLVector3 &ray_direction,
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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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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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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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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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