/**
  \file CollisionDetection.h


  Moving collision detection for simple primitives.

  @author Morgan McGuire, http://graphics.cs.williams.edu
  @cite Spherical collision based on Paul Nettle's
  ftp://ftp.3dmaileffects.com/pub/FluidStudios/CollisionDetection/Fluid_Studios_Generic_Collision_Detection_for_Games_Using_Ellipsoids.pdf
  and comments by Max McGuire.  Ray-sphere intersection by Eric Haines.
  Box-Box intersection written by Kevin Egan.
  Thanks to Max McGuire of Iron Lore for various bug fixes.
  Box-Triangle by Tomas Akenine-Moller

  \created 2001-11-19
  \edited  2010-11-10

  Copyright 2000-2012, Morgan McGuire.
  All rights reserved.
 */

#ifndef G3D_CollisionDetection_h
#define G3D_CollisionDetection_h

#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include "G3D/Box.h"
#include "G3D/Triangle.h"
#include "G3D/Array.h"
#include "G3D/Ray.h"
#include "G3D/Line.h"

namespace G3D {


/**
  Collision detection primitives and tools for building
  higher order collision detection schemes.

  These routines provide <I>moving</I> and static collision detection.
  Moving collision detection allows the calculation of collisions that
  occur during a period of time -- as opposed to the intersection of 
  two static bodies.
  
  Moving collision detection routines detect collisions between
  <I>only</I> static primitives and moving spheres or points.  Since the 
  reference frame can be user defined, these functions can be used to
  detect the collision between two moving bodies by subtracting
  the velocity vector of one object from the velocity vector of the 
  sphere or point the detection is to occur with.  This unified 
  velocity vector will act as if both objects are moving simultaneously.

  Collisions are detected for single-sided objects only.  That is,
  no collision is detected when <I>leaving</I> a primitive or passing
  through a plane or triangle opposite the normal... except for the 
  point-sphere calculation or when otherwise noted.

  For a sphere, the collision location returned is the point in world
  space where the surface of the sphere and the fixed object meet.
  It is <B>not</B> the position of the center of the sphere at
  the time of the collision.

  The collision normal returned is the surface normal to the fixed
  object at the collision location.

  <p>
  <b>Static Collision Detection:</b> (Neither object is moving)

  <table>
  <tr><td></td><td><b>Point3</b></td><td><b>LineSegment</b></td><td><b>Ray *</b></td><td><b>Line</b></td><td><b>Plane</b></td><td><b>Triangle</b></td><td><b>Sphere</b></td><td><b>Cylinder</b></td><td><b>Capsule</b></td><td><b>AABox</b></td><td><b>Box</b></td></tr>
  <tr><td><b>Point3</b></td><td>\link Vector3::operator== P3::==\endlink \link Vector3::fuzzyEq V3::fuzzy \endlink \link G3D::distance distance \endlink</td><td bgcolor=#C0C0C0 colspan=10 ></td></tr>
  <tr><td><b>LineSegment</b></td><td>\link LineSegment::closestPoint LS::closestPoint\endlink \link LineSegment::distance LS::distance\endlink \link CollisionDetection::closestPointOnLineSegment CD\endlink</td><td></td><td bgcolor=#C0C0C0 colspan=9 ></td></tr>
  <tr><td><b>Ray *</b></td><td>Ray::closestPoint Ray::distance</td><td></td><td></td><td bgcolor=#C0C0C0 colspan=8 ></td></tr>
  <tr><td><b>Line</b></td><td>Line::closestPoint Line::distance</td><td></td><td>\link CollisionDetection::closestPointsBetweenLineAndLine CD\endlink</td><td></td><td bgcolor=#C0C0C0 colspan=7 ></td></tr>
  <tr><td><b>Plane</b></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=6 ></td></tr>
  <tr><td><b>Triangle</b></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=5 ></td></tr>
  <tr><td><b>Sphere</b></td><td>Sphere::contains</td><td></td><td>\link CollisionDetection::collisionTimeForMovingPointFixedSphere CD \endlink, \link Ray::intersectionTime R::time\endlink</td><td></td><td></td><td>\link G3D::CollisionDetection::fixedSolidSphereIntersectsFixedTriangle CD\endlink</td><td>
\link G3D::CollisionDetection::penetrationDepthForFixedSphereFixedSphere CD\endlink</td><td bgcolor=#C0C0C0 colspan=4 ></td></tr>
  <tr><td><b>Cylinder</b></td><td>Cylinder::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=3 ></td></tr>
  <tr><td><b>Capsule</b></td><td>Capsule::contains</td> <td></td> <td></td> <td></td> <td></td> <td>\link G3D::CollisionDetection::collisionTimeForMovingSphereFixedTriangle CD\endlink</td> <td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=2 ></td></tr>
  <tr><td><b>AABox</b></td><td>AABox::contains</td><td></td><td></td><td></td><td></td><td>\link CollisionDetection::fixedSolidBoxIntersectsFixedTriangle CD\endlink</td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=1 ></td></tr>
  <tr><td><b>Box</b></td><td>Box::contains</td><td>(treat as Ray)</td><td>\link CollisionDetection::collisionTimeForMovingPointFixedBox CD\endlink</td><td>(treat as Ray)</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedPlane CD \endlink</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedPlane CD\endlink</td><td>\link CollisionDetection::penetrationDepthForFixedSphereFixedBox CD\endlink</td><td>None (use OPCODE)</td><td>\link CollisionDetection::movingSpherePassesThroughFixedBox CD \endlink</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedBox CD\endlink</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedBox CD\endlink</td></tr>
  </table>

  <p>
  <b>Moving Collision Detection:</b>

  <i>* Note: Moving collision detection against certain primitives is equivalent to static collision
   detection against a bigger primitive.  Ray, Line Segment == ``moving Point''; Capsule ==``moving Sphere''; Plane == ``moving Line''</i>

   @deprecated Routines moving to the G3D::Intersect class in G3D 9.0
 */
class CollisionDetection {
private:

    /**
       Default parameter if value passed to a function as reference is
       not to be calculated.  Must be explicitly supported by function.
    */
    static Vector3 ignore;
    
    /**
       Default parameter if value passed to a function as reference is
       not to be calculated.  Must be explicitly supported by function.
    */
    static bool    ignoreBool;

    /**
       Default parameter if value passed to a function as reference is
       not to be calculated.  Must be explicitly supported by function.
    */
    static Array<Vector3> ignoreArray;

    // Static class!
    CollisionDetection() {}
    virtual ~CollisionDetection() {}

public:

    /**
      Converts an index [0, 15] to the corresponding separating axis.
      Does not return normalized vector in the edge-edge case
      (indices 6 through 15).

      @param separatingAxisIndex    Separating axis.
      @param box1                    Box 1.
      @param box2                    Box 2.

       @return Axis that separates the two boxes.
       */
    static Vector3 separatingAxisForSolidBoxSolidBox(
            const int       separatingAxisIndex,
            const Box &     box1,
            const Box &     box2);

    /**
      Tests whether two boxes have axes that are parallel to
      each other.  If they are, axis1 and axis2 are set to be
      the parallel axes for both box1 and box2 respectively.

      @param ca            Dot products of each of the boxes axes
      @param epsilon    Fudge factor (small unit by which the dot
                          products may vary and still be considered
                          zero).
      @param axis1        Parallel Axis 1. [Post Condition]
      @param axis2        Parallel Axis 2. [Post Condition]

      @return true  - If boxes have a parallel axis
      @return false - otherwise.
      */
    static bool parallelAxisForSolidBoxSolidBox(
            const double*   ca,
            const double    epsilon,
            int &           axis1,
            int &           axis2);

    /**
      Calculates the projected distance between the two boxes along
      the specified separating axis, negative distances correspond
      to an overlap along that separating axis.  The distance is not
      divided by denominator dot(L, L), see
      penetrationDepthForFixedSphereFixedBox() for more details

      @param separatingAxisIndex
      @param a Box 1's bounding sphere vector
      @param b Box 2's bounding sphere vector
      @param D Vector between Box 1 and Box 2's center points
      @param c Pointer to array of dot products of the axes of Box 1
               and Box 2.
      @param ca Pointer to array of unsigned dot products of the axes
                of Box 1 and Box 2.
      @param ad Pointer to array of dot products of Box 1 axes and D.
      @param bd Pointer to array of dot products of Box 2 axes and D.

      @return Projected distance between the two boxes along the
      specified separating axis.
     */
    static float projectedDistanceForSolidBoxSolidBox(
            const int           separatingAxisIndex,
            const Vector3 &     a,
            const Vector3 &     b,
            const Vector3 &     D,
            const double*       c,
            const double*       ca,
            const double*       ad,
            const double*       bd);


    /**
      Creates a set of standard information about two boxes in order to
      solve for their collision.  This information includes a vector to
      the radius of the bounding sphere for each box, the vector between
      each boxes' center and a series of dot products between differing
      important vectors.  These dot products include those between the axes
      of both boxes (signed and unsigned values), and the dot products
      between all the axes of box1 and the boxes' center vector and box2
      and the boxes' center vector.

      @pre The following space requirements must be met:
              - c[]  9 elements
              - ca[] 9 elements
              - ad[] 3 elements
              - bd[] 3 elements

      @cite dobted from David Eberly's papers, variables used in this function
      correspond to variables used in pages 6 and 7 in the pdf
      http://www.magic-software.com/Intersection.html
      http://www.magic-software.com/Documentation/DynamicCollisionDetection.pdf

      @note Links are out-dated. (Kept to preserve origin and authorship)

      @param box1 Box 1
      @param box2 Box 2
      @param a Box 1's bounding sphere vector
      @param b Box 2's bounding sphere vector
      @param D Vector between Box 1 and Box 2's center points
      @param c Pointer to array of dot products of the axes of Box 1
               and Box 2.
      @param ca Pointer to array of unsigned dot products of the axes
                of Box 1 and Box 2.
      @param ad Pointer to array of dot products of Box 1 axes and D.
      @param bd Pointer to array of dot products of Box 2 axes and D.
     */
    static void fillSolidBoxSolidBoxInfo(
            const Box &     box1,
            const Box &     box2,
            Vector3 &       a,
            Vector3 &       b,
            Vector3 &       D,
            double*         c,
            double*         ca,
            double*         ad,
            double*         bd);

    /**
      Performs a simple bounding sphere check between two boxes to determine
      whether these boxes could <i>possibly</i> intersect.  This is a very
      cheap operation (three dot products, two sqrts and a few others).  If
      it returns true, an intersection is possible, but not necessarily
      guaranteed.

      @param a Vector from box A's center to an outer vertex
      @param b Vector from box B's center to an outer vertex
      @param D Distance between the centers of the two boxes

      @return true - if possible intersection
      @return false - otherwise (This does not guarantee an intersection)
     */
    static bool conservativeBoxBoxTest(
            const Vector3 &     a,
            const Vector3 &     b,
            const Vector3 &     D);

    /**
       Determines whether two fixed solid boxes intersect.

      @note To speed up collision detection, the lastSeparatingAxis from
      the previous time step can be passed in and that plane can be
      checked first.  If the separating axis was not saved, or if the
      two boxes intersected then lastSeparatingAxis should equal -1.

      @cite Adobted from David Eberly's papers, variables used in this function
      correspond to variables used in pages 6 and 7 in the pdf
      http://www.magic-software.com/Intersection.html
      http://www.magic-software.com/Documentation/DynamicCollisionDetection.pdf

       @param box1                Box 1.
       @param box2                Box 2.
       @param lastSeparatingAxis    Last separating axis.
                                   (optimization - see note)

      @return true  - Intersection.
      @return false - otherwise.
     */
    static bool fixedSolidBoxIntersectsFixedSolidBox(
        const Box&      box1,
        const Box&      box2,
        const int       lastSeparatingAxis = -1);

    /**
      Calculates the closest points on two lines with each other.   If the
      lines are parallel then using the starting point, else calculate the
      closest point on each line to the other.

      @note This is very similiar to calculating the intersection of two lines.
      Logically then, the two points calculated would be identical if calculated
      with inifinite precision, but with the finite precision of floating point
      calculations, these values could (will) differ as the line slope approaches
      zero or inifinity.

      @cite variables and algorithm based on derivation at the following website:
              http://softsurfer.com/Archive/algorithm_0106/algorithm_0106.htm

      @param line1        Line 1.
      @param line2        Line 2.
      @param closest1    Closest point on line 1.
      @param closest2    Closest point on line 2.
     */
    static void closestPointsBetweenLineAndLine(
            const Line &    line1,
            const Line &    line2,
            Vector3 &       closest1,
            Vector3 &       closest2);

    /**
      Calculates the depth of penetration between two fixed boxes.
      Contact normal faces away from box1 and into box2.  If there is
      contact, only one contact point is returned.  The minimally
      violated separating plane is computed
         - if the separating axis corresponds to a face
              the contact point is half way between the deepest vertex
              and the face
         - if the separating axis corresponds to two edges
              the contact point is the midpoint of the smallest line
              segment between the two edge lines

      @note This is very similiar to calculating the intersection of two lines.
      Logically then, the two points calculated would be identical if calculated
      with inifinite precision, but with the finite precision of floating point
      calculations, these values could (will) differ as the line slope approaches
      zero or inifinity.

      @cite adobted from David Eberly's papers, variables used in this function
      correspond to variables used in pages 6 and 7 in the pdf
      http://www.magic-software.com/Intersection.html
      http://www.magic-software.com/Documentation/DynamicCollisionDetection.pdf

      @param box1                Box 1
      @param box2                Box 2
      @param contactPoints        Contact point between boxes. [Post Condition]
      @param contactNormals        Surface normal at contact point. [Post Condition]
      @param lastSeparatingAxis    Last separating axis. (Used for optimization)

      @return Depth of penetration between the two boxes.  If there is no
        intersection between the boxes, then a negative value is returned.
     */
    static float penetrationDepthForFixedBoxFixedBox(
        const Box&          box1,
        const Box&          box2,
        Array<Vector3>&     contactPoints,
        Array<Vector3>&     contactNormals,
        const int           lastSeparatingAxis = -1);

    /**
      Calculates the depth of penetration between two fixed spheres as well
      as the deepest point of Sphere A that penetrates Sphere B. The normal
      returned points <B>away</B> from the object A, although it may
      represent a perpendicular to either the faces of object B or object A
      depending on their relative orientations.

      @param sphereA        Fixed Sphere A.
      @param sphereB        Fixed Sphere B.
      @param contactPoints    Sphere A's deepest point that penetrates Sphere B.
                             [Post Condition]
      @param contactNormals    Normal at penetration point. [Post Condition]

      @return Depth of penetration.  If there is no intersection between the
              objects then the depth will be a negative value.
     */
    static float penetrationDepthForFixedSphereFixedSphere(
        const class Sphere& sphereA,
        const Sphere&       sphereB,
        Array<Vector3>&     contactPoints,
        Array<Vector3>&     contactNormals = ignoreArray);

    /**
      Calculates the depth of penetration between a fixed sphere and a fixed
      box as well as the deepest point of the sphere that penetrates the box
      and the normal at that intersection.

      @note There are three possible intersections between a sphere and box.
      - Sphere completely contained in the box
      - Sphere intersects one edge
      - Sphere intersects one vertex

      The contact point and contact normal vary for each of these situations.
      - Sphere contained in Box:
         - Normal is based on side of least penetration (as is the depth calculation).
         - Point is based on center of sphere
      - Sphere intersects one edge
         - Normal is based on vector from the box center to the point of depth.
         - Point is closest point to the sphere on the line
      - Sphere intersects one vertex
         - Normal is based on vector from the box center to the vertex of penetration.
         - Point is vertex of penetration.

      @cite Adapted from Jim Arvo's method in Graphics Gems
      See also http://www.win.tue.nl/~gino/solid/gdc2001depth.pdf

      @param sphere            Fixed Sphere.
      @param box            Fixed Box.
      @param contactPoints    Sphere point that penetrates the box. [Post Condition]
      @param contactNormals    Normal at the penetration point. [Post Condition]

      @return Depth of penetration.  If there is no intersection between the
               objects then the depth will be a negative value.
      */
    static float penetrationDepthForFixedSphereFixedBox(
        const Sphere&       sphere,
        const Box&          box,
        Array<Vector3>&     contactPoints,
        Array<Vector3>&     contactNormals = ignoreArray);

    /**
      Calculates the depth of penetration between a Fixed Sphere and a Fixed
      Plane as well as the deepest point of the sphere that penetrates the plane
      and the plane normal at that intersection.

      @param sphereA        Fixed Sphere.
      @param planeB         Fixed Plane.
      @param contactPoints  Sphere point that penetrates the plane.
                             [Post Condition]
      @param contactNormals Normal at penetration point. [Post Condition]

       @return Depth of penetration.  If there is no intersection between the
               objects then the depth will be a negative value.
      */
    static float penetrationDepthForFixedSphereFixedPlane(
        const Sphere&       sphereA,
        const class Plane&  planeB,
        Array<Vector3>&     contactPoints,
        Array<Vector3>&     contactNormals = ignoreArray);

    /**
      Calculates the depth of penetration between a fixed box and a fixed
      plane as well as the vertexes of the box that penetrate the plane
      and the plane normals at those intersections.

      @param box            Fixed Box.
      @param plane            Fixed Plane.
      @param contactPoints    Box points that penetrate the plane.
                             [Post Condition]
      @param contactNormals    Normals at penetration points [Post Condition]

      @return Depth of penetration.  If there is no intersection between the
              objects then the depth will be a negative value.
     */
    static float penetrationDepthForFixedBoxFixedPlane(
        const Box&          box,
        const Plane&        plane,
        Array<Vector3>&     contactPoints,
        Array<Vector3>&     contactNormals = ignoreArray);

    /**
       Calculates time between the intersection of a moving point and a fixed
       plane.

       @note This is only a one sided collision test.   The side defined by
       the plane's surface normal is the only one tested.  For a two sided
       collision, call the function once for each side's surface normal.

       @param point        Moving point.
       @param velocity     Point's velocity.
       @param plane        Fixed plane.
       @param outLocation  Location of collision. [Post Condition]
                           (Infinite vector on no collision)
       @param outNormal    Plane's surface normal. [Post Condition]

       @return Time til collision.  If there is no collision then the return
               value will be inf().
     */
    static float collisionTimeForMovingPointFixedPlane(
        const Vector3&            point,
        const Vector3&            velocity,
        const class Plane&        plane,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
       Calculates time between the intersection of a moving point and a fixed
       triangle.

       @note This is only a one sided collision test.   The side defined by
       the triangle's surface normal is the only one tested.  For a two sided
       collision, call the function once for each side's surface normal.

       @param orig        Moving point.
       @param dir        Point's velocity.
      @param v0         Triangle vertex 1.
      @param v1         Triangle vertex 2.
      @param v2         Triangle vertex 3

       @return Time til collision.  If there is no collision then the return
               value will be inf().
     */
    inline static float collisionTimeForMovingPointFixedTriangle(
        const Vector3& orig,
        const Vector3& dir,
        const Vector3& v0,
        const Vector3& v1,
        const Vector3& v2) {
        return Ray::fromOriginAndDirection(orig, dir).intersectionTime(v0, v1, v2);
    }

    /**
       Calculates time between the intersection of a moving point and a fixed
       triangle.

       @note This is only a one sided collision test.   The side defined by
       the triangle's surface normal is the only one tested.  For a two sided
       collision, call the function once for each side's surface normal.

       @param orig        Moving point.
       @param dir        Point's velocity.
      @param v0         Triangle vertex 1.
      @param v1         Triangle vertex 2.
      @param v2         Triangle vertex 3
       @param location    Location of collision. [Post Condition]
                           (Infinite vector on no collision)

       @return Time til collision.  If there is no collision then the return
               value will be inf().
     */
    inline static float collisionTimeForMovingPointFixedTriangle(
        const Vector3& orig,
        const Vector3& dir,
        const Vector3& v0,
        const Vector3& v1,
        const Vector3& v2,
        Vector3&       location) {
        float t = collisionTimeForMovingPointFixedTriangle(orig, dir, v0, v1, v2);
        if (t < finf()) {
            location = orig + dir * t;
        }
        return t;
    }

    /**
       Calculates time between the intersection of a moving point and a fixed
       triangle.

       @note This is only a one sided collision test.   The side defined by
       the triangle's surface normal is the only one tested.  For a two sided
       collision, call the function once for each side's surface normal.

       @param orig        Moving point.
       @param dir        Point's velocity.
       @param tri        Fixed triangle.
       @param location    Location of collision. [Post Condition]
                           (Infinite vector on no collision)
       @param normal        Triangle's surface normal. [Post Condition]

       @return Time til collision.  If there is no collision then the return
               value will be inf().
     */
    inline static float collisionTimeForMovingPointFixedTriangle(
        const Vector3&  orig,
        const Vector3&  dir,
        const Triangle& tri,
        Vector3&        location = ignore,
        Vector3&        normal   = ignore) {

        float t = collisionTimeForMovingPointFixedTriangle(
            orig, dir, tri.vertex(0), tri.vertex(1), tri.vertex(2));
        
        if ((t < finf()) && (&location != &ignore)) {
            location = orig + dir * t;
            normal   = tri.normal();
        }
        return t;
    }

    /**
       Calculates time between the intersection of a moving point and a fixed
       triangle.

       @note This is only a one sided collision test.   The side defined by
       the triangle's surface normal is the only one tested.  For a two sided
       collision, call the function once for each side's surface normal.

       @param orig        Moving point.
       @param dir        Point's velocity.
      @param v0         Triangle vertex 1.
      @param v1         Triangle vertex 2.
      @param v2         Triangle vertex 3
       @param location    Location of collision. [Post Condition]
                           (Infinite vector on no collision)
       @param normal        Triangle's surface normal. [Post Condition]

       @return Time til collision.  If there is no collision then the return
               value will be inf().
     */
    inline static float collisionTimeForMovingPointFixedTriangle(
        const Vector3& orig,
        const Vector3& dir,
        const Vector3& v0,
        const Vector3& v1,
        const Vector3& v2,
        Vector3&       location,
        Vector3&       normal) {
        float t = collisionTimeForMovingPointFixedTriangle(orig, dir, v0, v1, v2);
        if (t < finf()) {
            location = orig + dir * t;
            normal   = (v1 - v0).cross(v2 - v0).direction();
        }
        return t;
    }

    /**
     If the ray origin is inside the box, returns inf() but inside
     is set to true.
     <B>Beta API</B>

     @cite Andrew Woo, from "Graphics Gems", Academic Press, 1990
       @cite Optimized code by Pierre Terdiman, 2000 (~20-30% faster on Celeron 500)
     @cite Epsilon value added by Klaus Hartmann
     @cite http://www.codercorner.com/RayAABB.cpp
     */
    static float collisionTimeForMovingPointFixedAABox(
        const Vector3&            point,
        const Vector3&            velocity,
        const class AABox&      box,
        Vector3&                outLocation,
        bool&                   inside = ignoreBool,
        Vector3&                outNormal = ignore);

    /**
     Calculates time between the intersection of a moving point and a fixed
     Axis-Aligned Box (AABox).

     @note Avoids the sqrt from collisionTimeForMovingPointFixedAABox.

     @param point        Moving point.
     @param velocity     Sphere's velocity.
     @param box          Fixed AAbox.
     @param outLocation  Location of collision. [Post Condition]
     @param inside       Does the ray originate inside the box? [Post Condition]
     @param normal       Box's surface normal to collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static bool collisionLocationForMovingPointFixedAABox(
        const Vector3&            point,
        const Vector3&            velocity,
        const class AABox&      box,
        Vector3&                outLocation,
        bool&                   inside = ignoreBool,
        Vector3&                normal = ignore);


    /**
     @brief Calculates intersection of a ray and a static
     Axis-Aligned Box (AABox).

     @note Avoids the sqrt from collisionTimeForMovingPointFixedAABox; 
      early-out branches and operations optimized for Intel Core2 architecture.
     
     @param invDir      1/dir
     @param location    Location of collision. [Post Condition]
     @param inside        Does the ray originate inside the box? [Post Condition]

     @return True if the ray hits the box
    */
    static bool __fastcall rayAABox(
        const Ray&              ray,
        const Vector3&          invDir,
        const AABox&            box,
        const Vector3&          boxCenter,
        float                   boundingRadiusSquared,
        Vector3&                location,
        bool&                   inside);

    /**
     Calculates time between the intersection of a moving point and a fixed
     sphere.

     @note When ray is starts inside the rectangle, the exiting intersection
     is detected.

     @param point        Moving point.
     @param velocity    Point's velocity.
     @param sphere        Fixed Sphere.
     @param outLocation    Location of collision. [Post Condition]
     @param outNormal    Sphere's surface normal to collision [Post Condition]
     \param solid If true, rays inside the sphere immediately intersect (good for collision detection).  If false, they hit the opposite side of the sphere (good for ray tracing).

     @return Time until collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingPointFixedSphere(
        const Vector3&            point,
        const Vector3&            velocity,
        const class Sphere&        sphere,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore,
        bool                    solid = false);

    /**
     Calculates time between the intersection of a moving point and a fixed
     box.

     @note If the point is already inside the box, no collision: inf is returned.

     @param point        Moving point.
     @param velocity     Sphere's velocity.
     @param box          Fixed box.
     @param outLocation  Position of collision. [Post Condition]
     @param outNormal    Box's surface normal to collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingPointFixedBox(
        const Vector3&            point,
        const Vector3&            velocity,
        const class  Box&        box,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
     Calculates time between the intersection of a moving point and a fixed
     rectangle defined by the points v0, v1, v2, & v3.

     @note This is only a one sided collision test.   The side defined by
     the rectangle's surface normal is the only one tested.  For a two sided
     collision, call the function once for each side's surface normal.

     @param point        Moving point.
     @param velocity     Sphere's velocity.
     @param v0           Rectangle vertex 1.
     @param v1           Rectangle vertex 2.
     @param v2           Rectangle vertex 3
     @param v3           Rectangle vertex 4.
     @param outLocation  Location of collision [Post Condition]
     @param outNormal    Rectangle's surface normal. [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingPointFixedRectangle(
        const Vector3&            point,
        const Vector3&            velocity,
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            v3,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
     Calculates time between the intersection of a moving point and a fixed
     capsule.

     @param point        Moving point.
     @param velocity    Point's velocity.
     @param capsule        Fixed capsule.
     @param outLocation    Location of collision. [Post Condition]
     @param outNormal    Capsule's surface normal to collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingPointFixedCapsule(
        const Vector3&            point,
        const Vector3&            velocity,
        const class Capsule&    capsule,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
     Calculates time between the intersection of a moving sphere and a fixed
     triangle.

     @param sphere        Moving sphere.
     @param velocity    Sphere's velocity.
     @param plane        Fixed Plane.
     @param outLocation    Location of collision -- not center position of sphere
                         at the collision time. [Post Condition]
     @param outNormal    Box's surface normal to collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingSphereFixedPlane(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const class Plane&        plane,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
     Calculates time between the intersection of a moving sphere and a fixed
     triangle.

     @param sphere        The moving sphere.
     @param velocity    The sphere's velocity.
     @param triangle    Single-sided fixed triangle. 
     @param outLocation    Location of collision, if collision occurs -- not center position of sphere
                         at the collision time. If there is interpenetration at the start, this point may be inside
                        the sphere.
     @param b           Barycentric coordinates. These are not valid unless collision occurs.

     @return Time until collision.  If there is no collision then the return
             value will be finf().
    */
    static float collisionTimeForMovingSphereFixedTriangle(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const Triangle&         triangle,
        Vector3&                outLocation,
        float                   b[3] = (float*)&ignore);

    /**
     Calculates time between the intersection of a moving sphere and a fixed
     rectangle defined by the points v0, v1, v2, & v3.

     @param sphere        Moving sphere.
     @param velocity    Sphere's velocity.
     @param v0             Rectangle vertex 1.
     @param v1             Rectangle vertex 2.
     @param v2             Rectangle vertex 3
     @param v3             Rectangle vertex 4.
     @param outLocation    Location of collision -- not center position of sphere
                         at the collision time. [Post Condition]
     @param outNormal    Box's surface normal to collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingSphereFixedRectangle(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            v3,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
     Calculates time between the intersection of a moving sphere and a fixed
     box.

     @note This function will not detect an intersection between a moving object
     that is already interpenetrating the fixed object.

     @param sphere       Moving sphere.
     @param velocity     Sphere's velocity.
     @param box          Fixed box.
     @param outLocation  Location of collision -- not center position of sphere
                         at the collision time. [Post Condition]
     @param outNormal    Box's surface normal to collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingSphereFixedBox(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const class Box&        box,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /** Calculates time between the intersection of a moving sphere
        and a fixed sphere. 

        If they are already interpenetrating, returns 0 and @a
        location is the closest point on the surface of the fixed sphere
        to the center of the moving sphere.
        
        @param sphere            Moving sphere.
        @param velocity         Sphere's velocity.
        @param fixedSphere        Fixed Sphere.
        @param outLocation        Location of collision -- not center position of sphere
        at the collision time. [Post Condition]
        @param outNormal        Moving sphere's surface normal to collision [Post Condition]
        
        @return Time until collision.  If there is no collision then the return
        value will be inf().
    */
    static float collisionTimeForMovingSphereFixedSphere(
        const Sphere&        sphere,
        const Vector3&        velocity,
        const Sphere&        fixedSphere,
        Vector3&            outLocation,
        Vector3&            outNormal = ignore);

    /**
     Calculates time between the intersection of a moving sphere and a fixed
     capsule.

     @note This won't detect a collision if the sphere is already
           interpenetrating the capsule.

     @param sphere       Moving sphere.
     @param velocity     Sphere's velocity.
     @param capsule      Fixed capsule.
     @param outLocation  Location of collision -- not center position of sphere
                         at the collision time. [Post Condition]
     @param outNormal    Capsule's surface normal to the collision [Post Condition]

     @return Time til collision.  If there is no collision then the return
             value will be inf().
     */
    static float collisionTimeForMovingSphereFixedCapsule(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const class Capsule&    capsule,
        Vector3&                outLocation,
        Vector3&                outNormal = ignore);

    /**
     Finds the direction of bounce that a sphere would have when it 
     intersects an object with the  given time of collision, the 
     collision location and the collision normal.

     @note This function works like a pong style ball bounce.

     @param sphere                Moving sphere.
     @param velocity            Sphere's velocity.
     @param collisionTime        Time of collision.
     @param collisionLocation    Collision location.
     @param collisionNormal        Surface collision normal.

     @return Direction of bounce.
     */
    static Vector3 bounceDirection(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const float                collisionTime,
        const Vector3&            collisionLocation,
        const Vector3&          collisionNormal);

    /**
     Finds the direction of slide given a moving sphere, its velocity, the
     time of collision and the collision location.  This function works as
     if the sphere intersects the surface and continues to hug it.

     @note The result will work well for calculating the movement of a player
     who collides with an object and continues moving along the object instead
     of just bouncing off it.

     @param sphere                Moving sphere.
     @param velocity            Sphere's velocity.
     @param collisionTime        Time of collision
     @param collisionLocation    Collision location.

     @return Direction of slide.
     */
    static Vector3 slideDirection(
        const class Sphere&        sphere,
        const Vector3&            velocity,
        const float                collisionTime,
        const Vector3&            collisionLocation);

    /**
     Finds the closest point on a line segment to a given point.

     @param v0 line vertex 1.
     @param v1 line vertex 2.
     @param point External point.

     @return Closests point to <code>point</code> on the line segment.
     */
    static Vector3 closestPointOnLineSegment(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            point);

    /**
     Finds the closest point on a line segment to a given point.

     @note This is an optimization to closestPointOnLineSegment.  Edge length
     and direction can be used in this function if already pre-calculated.  This
     prevents doing the same work twice.

     @param v0 line vertex 0.
     @param v1 line vertex 1.
     @param edgeDirection The direction of the segment (unit length).
     @param edgeLength The length of the segment.
     @param point External point.

     @return Closests point to <code>point</code> on the line segment.
     */
    static Vector3 closestPointOnLineSegment(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&          edgeDirection,
        float                   edgeLength,
        const Vector3&            point);

    /**
     Finds the closest point on the perimeter of the triangle to an external point;
     given a triangle defined by three points v0, v1, & v2, and the external point.

     @param v0 Triangle vertex 0.
     @param v1 Triangle vertex 1.
     @param v2 Triangle vertex 2.
     @param point External point.

     @return Closests point to <code>point</code> on the perimeter of the
     triangle.
     */
    static Vector3 closestPointOnTrianglePerimeter(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            point);

    /**
     Finds the closest point on the perimeter of the triangle to an external point;
     given a triangle defined by the array of points v, its edge directions and
     their lengths, as well as the external point.

     @note This is an optimization to closestPointToTrianglePerimeter.  Edge length
     and direction can be used in this function if already pre-calculated.  This
     prevents doing the same work twice.

     @param v           Triangle vertices.
     @param point       External point.
     @param edgeIndex   The point lies on the edge between v[edgeIndex] and v[(edgeIndex + 1) % 3]

     @return Closest point to <code>point</code> on the perimeter of the
     triangle.
     */
    static Vector3 closestPointOnTrianglePerimeter(
        const Vector3           v[3],
        const Vector3           edgeDirection[3],
        const float             edgeLength[3],
        const Vector3&            point,
        int&                    edgeIndex);

    /**
     Tests whether a point is contained within the triangle defined by
     v0, v1, and v2 and its plane's normal.

     @param v0 Triangle vertex 0.
     @param v1 Triangle vertex 1.
     @param v2 Triangle vertex 2.
     @param normal Normal to triangle's plane.
     @param point The point in question.
     @param primaryAxis Primary axis of triangle.  This will be detected
            if not given. This parameter is provided as an optimization.
     @param b Barycentric coordinates; b[i] is the weight on v[i]

     @return true  - if point is inside the triangle.
     @return false - otherwise
     */
    static bool isPointInsideTriangle(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            normal,
        const Vector3&          point,
        float                   b[3],
        Vector3::Axis           primaryAxis = Vector3::DETECT_AXIS);

    inline static bool isPointInsideTriangle(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            normal,
        const Vector3&            point,
        Vector3::Axis           primaryAxis = Vector3::DETECT_AXIS) {

        float b[3];
        return isPointInsideTriangle(v0, v1, v2, normal, point, b, primaryAxis);
    }

     /**
      Tests for the intersection of a moving sphere and a fixed box in a
      given time limit.

      @note Returns true if any part of the sphere is inside the box
             during the time period (inf means "ever").  Useful for
            performing bounding-box collision detection.

      @param sphere         Moving sphere.
      @param velocity     Velocity of moving sphere.
      @param box         Fixed box.
      @param timeLimit     Time limit for intersection test.

      @return true  -  if the two objects will touch.
      @return false - if there is no intersection.
     */
    static bool movingSpherePassesThroughFixedBox(
        const Sphere&           sphere,
        const Vector3&          velocity,
        const Box&              box,
        double                  timeLimit = inf());

    /**
     Tests for the intersection of a moving sphere and a fixed sphere in a
     given time limit.

     @note This function will not detect an intersection between a moving object
     that is already interpenetrating the fixed object.

     @param sphere         Moving sphere.
     @param velocity     Velocity of moving sphere.
     @param fixedSphere Fixed sphere.
     @param timeLimit     Time limit for intersection test.

     @return true  -  if the two spheres will touch.
     @return false - if there is no intersection.
     */
    static bool movingSpherePassesThroughFixedSphere(
        const Sphere&           sphere,
        const Vector3&          velocity,
        const Sphere&           fixedSphere,
        double                  timeLimit = inf());

    /**
     Tests for the intersection of two fixed spheres.

     @param sphere1 Fixed sphere 1.
     @param sphere2 Fixed sphere 2.

     @return true -  if the two spheres touch.
     @return false - if there is no intersection.
     */
    static bool fixedSolidSphereIntersectsFixedSolidSphere(
        const Sphere&           sphere1,
        const Sphere&           sphere2);

    /**
     Tests for the intersection of a fixed sphere and a fixed box.

     @param sphere Fixed sphere.
     @param box    Fixed box.

     @return true  -  if the two objects touch.
     @return false - if there is no intersection.
     */
    static bool fixedSolidSphereIntersectsFixedSolidBox(
        const Sphere&           sphere,
        const Box&              box);

    static bool fixedSolidSphereIntersectsFixedTriangle(
        const Sphere&           sphere,
        const Triangle&         triangle);

    static bool fixedSolidBoxIntersectsFixedTriangle(
        const AABox&            box, 
        const Triangle&         triangle);

    /**
     Tests whether a point is inside a rectangle defined by the vertexes
     v0, v1, v2, & v3, and the rectangle's plane normal.

     @param v0 Rectangle vertex 1.
     @param v1 Rectangle vertex 2.
     @param v2 Rectangle vertex 3.
     @param v3 Rectangle vertex 4.
     @param normal Normal to rectangle's plane.
     @param point The point in question.

     @return true  - if point is inside the rectangle.
     @return false - otherwise
     */
    static bool isPointInsideRectangle(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            v3,
        const Vector3&            normal,
        const Vector3&            point);

    /**
     Finds the closest point on the perimeter of the rectangle to an
     external point; given a rectangle defined by four points v0, v1,
     v2, & v3, and the external point.

     @param v0 Rectangle vertex 1.
     @param v1 Rectangle vertex 2.
     @param v2 Rectangle vertex 3.
     @param v3 Rectangle vertex 4.
     @param point External point.

     @return Closests point to <code>point</code> on the perimeter of the
      rectangle.
      */
    static Vector3 closestPointToRectanglePerimeter(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            v3,
        const Vector3&            point);

     /**
      Finds the closest point in the rectangle to an external point; Given
      a rectangle defined by four points v0, v1, v2, & v3, and the external
      point.

      @param v0 Rectangle vertex 1.
      @param v1 Rectangle vertex 2.
      @param v2 Rectangle vertex 3
      @param v3 Rectangle vertex 4.
      @param point External point.

      @return Closet point in the rectangle to the external point.
      */
     static Vector3 closestPointToRectangle(
        const Vector3&            v0,
        const Vector3&            v1,
        const Vector3&            v2,
        const Vector3&            v3,
        const Vector3&            point);
};

} // namespace

#endif // G3D_COLLISIONDETECTION_H