//-----------------------------------------------------------------------------
// Name: CylTest_CapsFirst
// Orig: Greg James - gjames@NVIDIA.com
// Lisc: Free code - no warranty & no money back.  Use it all you want
// Desc: 
//    This function tests if the 3D point 'testpt' lies within an arbitrarily
// oriented cylinder.  The cylinder is defined by an axis from 'pt1' to 'pt2',
// the axis having a length squared of 'lengthsq' (pre-compute for each cylinder
// to avoid repeated work!), and radius squared of 'radius_sq'.
//    The function tests against the end caps first, which is cheap -> only 
// a single dot product to test against the parallel cylinder caps.  If the
// point is within these, more work is done to find the distance of the point
// from the cylinder axis.
//    Fancy Math (TM) makes the whole test possible with only two dot-products
// a subtract, and two multiplies.  For clarity, the 2nd mult is kept as a
// divide.  It might be faster to change this to a mult by also passing in
// 1/lengthsq and using that instead.
//    Elminiate the first 3 subtracts by specifying the cylinder as a base
// point on one end cap and a vector to the other end cap (pass in {dx,dy,dz}
// instead of 'pt2' ).
//
//    The dot product is constant along a plane perpendicular to a vector.
//    The magnitude of the cross product divided by one vector length is
// constant along a cylinder surface defined by the other vector as axis.
//
// Return:  -1.0 if point is outside the cylinder
// Return:  distance squared from cylinder axis if point is inside.
//
//-----------------------------------------------------------------------------
struct Vec3
{
	float x;
	float y;
	float z;
};
  float CylTest_CapsFirst( const Vec3 & pt1, const Vec3 & pt2, float lengthsq, float radius_sq, const Vec3 & testpt )
{
	float dx, dy, dz;	// vector d  from line segment point 1 to point 2
	float pdx, pdy, pdz;	// vector pd from point 1 to test point
	float dot, dsq;
  	dx = pt2.x - pt1.x;	// translate so pt1 is origin.  Make vector from
	dy = pt2.y - pt1.y;     // pt1 to pt2.  Need for this is easily eliminated
	dz = pt2.z - pt1.z;
  	pdx = testpt.x - pt1.x;		// vector from pt1 to test point.
	pdy = testpt.y - pt1.y;
	pdz = testpt.z - pt1.z;
  	// Dot the d and pd vectors to see if point lies behind the 
	// cylinder cap at pt1.x, pt1.y, pt1.z
	dot = pdx * dx + pdy * dy + pdz * dz;
  	// If dot is less than zero the point is behind the pt1 cap.
	// If greater than the cylinder axis line segment length squared
	// then the point is outside the other end cap at pt2.
	if( dot < 0.0f || dot > lengthsq )
	{
		return( -1.0f );
	}
	else 
	{
		// Point lies within the parallel caps, so find
		// distance squared from point to line, using the fact that sin^2 + cos^2 = 1
		// the dot = cos() * |d||pd|, and cross*cross = sin^2 * |d|^2 * |pd|^2
		// Carefull: '*' means mult for scalars and dotproduct for vectors
		// In short, where dist is pt distance to cyl axis: 
		// dist = sin( pd to d ) * |pd|
		// distsq = dsq = (1 - cos^2( pd to d)) * |pd|^2
		// dsq = ( 1 - (pd * d)^2 / (|pd|^2 * |d|^2) ) * |pd|^2
		// dsq = pd * pd - dot * dot / lengthsq
		//  where lengthsq is d*d or |d|^2 that is passed into this function 
		// distance squared to the cylinder axis:
		dsq = (pdx*pdx + pdy*pdy + pdz*pdz) - dot*dot/lengthsq;
  		if( dsq > radius_sq )
		{
			return( -1.0f );
		}
		else
		{
			return( dsq );		// return distance squared to axis
		}
	}
}
  
 
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